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								<Z>30.3303871</Z>
								<R00>0.216229647</R00>
								<R01>0.678372443</R01>
								<R02>0.702179193</R02>
								<R10>-0.966085136</R10>
								<R11>0.252636462</R11>
								<R12>0.0534260347</R12>
								<R20>-0.141153306</R20>
								<R21>-0.689917207</R21>
								<R22>0.709993005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Beam1</string>
							<float name="Reflectance">0.200000003</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1.63912777e-008</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>24</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX351">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">this = script.Parent.Parent

while wait(1) do

for i = 1,10 do
script.Parent.Transparency = script.Parent.Transparency + 0.1
this.Beam2.Transparency = this.Beam2.Transparency + 0.1
this.Beam3.Transparency = this.Beam3.Transparency + 0.1
wait()
end
for i = 1,10 do
script.Parent.Transparency = script.Parent.Transparency - 0.1
this.Beam2.Transparency = this.Beam2.Transparency - 0.1
this.Beam3.Transparency = this.Beam3.Transparency - 0.1
wait()
end

end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX352">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-6.64771271</X>
								<Y>586.189575</Y>
								<Z>47.9530334</Z>
								<R00>-0.429629803</R00>
								<R01>0.286907077</R01>
								<R02>0.856206417</R02>
								<R10>-0.897082806</R10>
								<R11>-0.243957043</R11>
								<R12>-0.368396401</R12>
								<R20>0.103186458</R20>
								<R21>-0.926368117</R21>
								<R22>0.362200022</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Beam2</string>
							<float name="Reflectance">0.200000003</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1.63912777e-008</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>24</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX353">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">24</int>
							<CoordinateFrame name="CFrame">
								<X>-16.088213</X>
								<Y>587.341431</Y>
								<Z>34.7855682</Z>
								<R00>-0.459989786</R00>
								<R01>0.845339894</R01>
								<R02>-0.271679729</R02>
								<R10>-0.83166045</R10>
								<R11>-0.302994996</R11>
								<R12>0.465333164</R12>
								<R20>0.311047077</R20>
								<R21>0.439993829</R21>
								<R22>0.842410326</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Beam3</string>
							<float name="Reflectance">0.200000003</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1.63912777e-008</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>24</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX354">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-0.836978912</X>
								<Y>601.486755</Y>
								<Z>46.3467712</Z>
								<R00>-0.429629803</R00>
								<R01>0.286907077</R01>
								<R02>0.856206417</R02>
								<R10>-0.897082806</R10>
								<R11>-0.243957043</R11>
								<R12>-0.368396401</R12>
								<R20>0.103186458</R20>
								<R21>-0.926368117</R21>
								<R22>0.362200022</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>10</X>
								<Y>3.60000014</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX355">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-8.2954855</X>
								<Y>600.734619</Y>
								<Z>30.89748</Z>
								<R00>-0.592045784</R00>
								<R01>-0.271657944</R01>
								<R02>-0.758738279</R02>
								<R10>-0.770911455</R10>
								<R11>0.465317547</R11>
								<R12>0.434942663</R12>
								<R20>0.234898657</R20>
								<R21>0.842425942</R21>
								<R22>-0.484913528</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>10</X>
								<Y>3.60000014</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX356">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>11.4054918</X>
								<Y>599.407166</Y>
								<Z>31.6225395</Z>
								<R00>0.216216445</R00>
								<R01>-0.702181697</R01>
								<R02>0.678367555</R02>
								<R10>-0.966082335</R10>
								<R11>-0.0534025431</R11>
								<R12>0.252628893</R12>
								<R20>-0.141161859</R20>
								<R21>-0.709983945</R21>
								<R22>-0.689911008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>10</X>
								<Y>3.60000014</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX357">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>25.9081802</X>
								<Y>580.941528</Y>
								<Z>50.6325607</Z>
								<R00>0.706406772</R00>
								<R01>-0.702124119</R01>
								<R02>0.0895055458</R02>
								<R10>-0.177556679</R10>
								<R11>-0.0533716194</R11>
								<R12>0.982662261</R12>
								<R20>-0.685173869</R20>
								<R21>-0.710051537</R21>
								<R22>-0.162368879</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>17</X>
								<Y>0.800000012</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX358">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>-26.8568611</X>
								<Y>581.899963</Y>
								<Z>54.5763969</Z>
								<R00>0.678964615</R00>
								<R01>0.643198192</R01>
								<R02>-0.353974223</R02>
								<R10>0.257014573</R10>
								<R11>0.243403733</R11>
								<R12>0.93524605</R12>
								<R20>0.687710047</R20>
								<R21>-0.725973666</R21>
								<R22>-4.8160553e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
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								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>63</X>
								<Y>24</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX411">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>32</X>
								<Y>589.399963</Y>
								<Z>30.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Wall</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>51</X>
								<Y>24</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX412">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>1.5</X>
								<Y>602</Y>
								<Z>31.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Wall</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>63</X>
								<Y>1.20000005</Y>
								<Z>53</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="SpawnLocation" referent="RBX413">
					<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">23</int>
						<CoordinateFrame name="CFrame">
							<X>29</X>
							<Y>147</Y>
							<Z>17</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<int name="Duration">10</int>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">2</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">2</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<token name="Material">256</token>
						<string name="Name">SpawnLocation</string>
						<bool name="Neutral">false</bool>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">2</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<int name="TeamColor">23</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>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>6</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
					<Item class="Decal" referent="RBX414">
						<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>
							<float name="Transparency">0</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX415">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">GameScript</string>
						<ProtectedString name="Source">players = 1
map = script.Map

local brickcolor = BrickColor.new(&quot;White&quot;) --Create our new BrickColor
local color = brickcolor.Color
print(color)

print(&quot;Place Id Is: &quot; ..game.PlaceId)

if game.Workspace:findFirstChild(&quot;TitleImage&quot;) then game.Workspace.TitleImage:remove() end
game.Lighting.FogEnd = 50000

maxenemies = 2
enemies = maxenemies
wave = script.Wave
survivorsLeft = 0

defend = false
conre = false

playing = script.Playing

maxSongs = 4

function playSong()
m = math.random(1,maxSongs)
if m == 1 then
script.Music:Play()
elseif m == 2 then
script.Music2:Play()
elseif m == 3 then
script.Music3:Play()
elseif m == 4 then
script.Music4:Play()
end
end

function stopSong()
script.Music:Stop()
script.Music2:Stop()
script.Music3:Stop()
script.Music4:Stop()
end

names = {&quot;IKeno&quot;,&quot;alain10&quot;,&quot;razor7731&quot;,&quot;lolmanikken2&quot;,&quot;DailyDerpz&quot;,&quot;333333333&quot;,&quot;Piemanmuffin&quot;,&quot;piemanmuffin&quot;,&quot;vasil12345&quot;,&quot;Vasil12345&quot;}

game.Players.PlayerAdded:connect(function(p)

player = p

if not player:findFirstChild(&quot;Warrior&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Warrior&quot;
end
if not player:findFirstChild(&quot;Magician&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Magician&quot;
end
if not player:findFirstChild(&quot;Ninja&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Ninja&quot;
end
if not player:findFirstChild(&quot;Archer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Archer&quot;
end
if not player:findFirstChild(&quot;DeathSlayer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;DeathSlayer&quot;
end
if not player:findFirstChild(&quot;Stella&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Stella&quot;
end
if not player:findFirstChild(&quot;Defendor&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Defendor&quot;
end
if not player:findFirstChild(&quot;Paladin&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Paladin&quot;
end
if not player:findFirstChild(&quot;Necromancer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Necromancer&quot;
end
if not player:findFirstChild(&quot;Smasher&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Smasher&quot;
end

if not player:findFirstChild(&quot;Armour&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Armour&quot;
end

&#9;&#9;local ban = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;ban.Name = &quot;Ban&quot;
&#9;&#9;ban.Value = false

s = Instance.new(&quot;NumberValue&quot;,p)
s.Name = &quot;Statistics&quot;
wp = Instance.new(&quot;NumberValue&quot;,s)
wp.Name = &quot;WeakPotion&quot;
wp.Value = 0
sol = Instance.new(&quot;NumberValue&quot;,s)
sol.Name = &quot;ShardOfLife&quot;
sol.Value = 0
po = Instance.new(&quot;NumberValue&quot;,s)
po.Name = &quot;Potion&quot;
po.Value = 0
dp = Instance.new(&quot;NumberValue&quot;,s)
dp.Name = &quot;DarkPotion&quot;
dp.Value = 0
ee = Instance.new(&quot;NumberValue&quot;,s)
ee.Name = &quot;Reessence&quot;
ee.Value = 0
aw = Instance.new(&quot;NumberValue&quot;,p)
aw.Name = &quot;Awards&quot;
str = Instance.new(&quot;NumberValue&quot;,s)
str.Name = &quot;Strength&quot;
int = Instance.new(&quot;NumberValue&quot;,s)
int.Name = &quot;Intelligence&quot;
dex = Instance.new(&quot;NumberValue&quot;,s)
dex.Name = &quot;Dexterity&quot;
def = Instance.new(&quot;NumberValue&quot;,s)
def.Name = &quot;Defense&quot;
def.Value = 0
spd = Instance.new(&quot;NumberValue&quot;,s)
spd.Name = &quot;Speed&quot;
fp = Instance.new(&quot;NumberValue&quot;,s)
fp.Name = &quot;FaithPoints&quot;
fp.Value = 500
gol = Instance.new(&quot;NumberValue&quot;,s)
gol.Name = &quot;Gold&quot;
gol.Value = 2000
clas = Instance.new(&quot;StringValue&quot;,s)
clas.Name = &quot;Class&quot;
clas.Value = &quot;None&quot;
tut = Instance.new(&quot;BoolValue&quot;,s)
tut.Name = &quot;TutorialCompletion&quot;
tut.Value = false
armorrr = Instance.new(&quot;StringValue&quot;,s)
armorrr.Name = &quot;Armour&quot;
armorrr.Value = &quot;None&quot;
guild = Instance.new(&quot;StringValue&quot;,s)
guild.Name = &quot;Guild&quot;
guild.Value = &quot;None&quot;
lv = Instance.new(&quot;NumberValue&quot;,s)
lv.Name = &quot;Level&quot;
lv.Value = 1
ex = Instance.new(&quot;NumberValue&quot;,s)
ex.Name = &quot;Exp&quot;
ex.Value = 0
mex = Instance.new(&quot;NumberValue&quot;,s)
mex.Name = &quot;MaxExp&quot;
mex.Value = 5
timer = Instance.new(&quot;NumberValue&quot;,s)
timer.Name = &quot;TimeInGame&quot;
timer.Value = 0
combo = Instance.new(&quot;NumberValue&quot;,p)
combo.Name = &quot;Combo&quot;
combo.Value = 0
comboc = Instance.new(&quot;NumberValue&quot;,p)
comboc.Name = &quot;Comboc&quot;
comboc.Value = 0
vip = Instance.new(&quot;BoolValue&quot;,s)
vip.Name = &quot;IsVip&quot;
vip.Value = false
vipp = Instance.new(&quot;BoolValue&quot;,s)
vipp.Name = &quot;IsMegaVip&quot;
vipp.Value = false
vipdp = Instance.new(&quot;BoolValue&quot;,p)
vipdp.Name = &quot;InGameNow&quot;
vipdp.Value = false

gl = Instance.new(&quot;BoolValue&quot;,s)
gl.Name = &quot;GuildLeader&quot;
gl.Value = false

war = Instance.new(&quot;BoolValue&quot;,s)
war.Name = &quot;Warrior&quot;
war.Value = false
mag = Instance.new(&quot;BoolValue&quot;,s)
mag.Name = &quot;Magician&quot;
mag.Value = false
nin = Instance.new(&quot;BoolValue&quot;,s)
nin.Name = &quot;Ninja&quot;
nin.Value = false
arc = Instance.new(&quot;BoolValue&quot;,s)
arc.Name = &quot;Archer&quot;
arc.Value = false
ste = Instance.new(&quot;BoolValue&quot;,s)
ste.Name = &quot;Stella&quot;
ste.Value = false
pal = Instance.new(&quot;BoolValue&quot;,s)
pal.Name = &quot;Paladin&quot;
pal.Value = false
dee = Instance.new(&quot;BoolValue&quot;,s)
dee.Name = &quot;Defendor&quot;
dee.Value = false
nec = Instance.new(&quot;BoolValue&quot;,s)
nec.Name = &quot;Necromancer&quot;
nec.Value = false
sma = Instance.new(&quot;BoolValue&quot;,s)
sma.Name = &quot;Smasher&quot;
sma.Value = false
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
--------------------------------------SKILLLLLS---------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------SKILZZZ------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
------------------------SKILLLZzzzzzzzz-----------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
----------------------------------SKILLZzz-------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
df = Instance.new(&quot;BoolValue&quot;,s)
df.Name = &quot;Death&quot;
df.Value = false
dfc = Instance.new(&quot;NumberValue&quot;,s)
dfc.Name = &quot;dc&quot;
dfc.Value = 0
dbf = Instance.new(&quot;BoolValue&quot;,s)
dbf.Name = &quot;DeathBlow&quot;
dbf.Value = false
dbfc = Instance.new(&quot;NumberValue&quot;,s)
dbfc.Name = &quot;dbc&quot;
dbfc.Value = 0
----------------------------------DEATH SLAYER (no more updates)
fr = Instance.new(&quot;NumberValue&quot;,s)
fr.Name = &quot;fr&quot;
fr.Value = 10
frc = Instance.new(&quot;NumberValue&quot;,s)
frc.Name = &quot;frc&quot;
frc.Value = 0
va = Instance.new(&quot;BoolValue&quot;,s)
va.Name = &quot;VordanAce&quot;
va.Value = false
vac = Instance.new(&quot;NumberValue&quot;,s)
vac.Name = &quot;vac&quot;
vac.Value = 0
xs = Instance.new(&quot;BoolValue&quot;,s)
xs.Name = &quot;X-Slash&quot;
xs.Value = false
xsc = Instance.new(&quot;NumberValue&quot;,s)
xsc.Name = &quot;xsc&quot;
xsc.Value = 0
su = Instance.new(&quot;BoolValue&quot;,s)
su.Name = &quot;Sunder&quot;
su.Value = false
wcf = Instance.new(&quot;BoolValue&quot;,s)
wcf.Name = &quot;WarriorCryForm&quot;
wcf.Value = false
wcfc = Instance.new(&quot;NumberValue&quot;,s)
wcfc.Name = &quot;wcfc&quot;
wcfc.Value = 0
---------------------------------------------------------WARRIORS
ai = Instance.new(&quot;NumberValue&quot;,s)
ai.Name = &quot;a&quot;
ai.Value = 15
aic = Instance.new(&quot;NumberValue&quot;,s)
aic.Name = &quot;ac&quot;
aic.Value = 0
aw = Instance.new(&quot;BoolValue&quot;,s)
aw.Name = &quot;ArcWings&quot;
aw.Value = false
aws = Instance.new(&quot;NumberValue&quot;,s)
aws.Name = &quot;aws&quot;
aws.Value = 2
awc = Instance.new(&quot;NumberValue&quot;,s)
awc.Name = &quot;awc&quot;
awc.Value = 0
mcf = Instance.new(&quot;BoolValue&quot;,s)
mcf.Name = &quot;MagicianCryForm&quot;
mcf.Value = false
mcfc = Instance.new(&quot;NumberValue&quot;,s)
mcfc.Name = &quot;mcfc&quot;
mcfc.Value = 0
ev = Instance.new(&quot;BoolValue&quot;,s)
ev.Name = &quot;ev&quot;
ev.Value = false
evc = Instance.new(&quot;NumberValue&quot;,s)
evc.Name = &quot;evc&quot;
evc.Value = 0
evs = Instance.new(&quot;NumberValue&quot;,s)
evs.Name = &quot;evs&quot;
evs.Value = 15
re = Instance.new(&quot;BoolValue&quot;,s)
re.Name = &quot;re&quot;
re.Value = false
rec = Instance.new(&quot;NumberValue&quot;,s)
rec.Name = &quot;rec&quot;
rec.Value = 0
---------------------------------------------------------MAGICIANS
gu = Instance.new(&quot;NumberValue&quot;,s)
gu.Name = &quot;gu&quot;
gu.Value = 10
guc = Instance.new(&quot;NumberValue&quot;,s)
guc.Name = &quot;guc&quot;
guc.Value = 0
th = Instance.new(&quot;BoolValue&quot;,s)
th.Name = &quot;Thundiga&quot;
th.Value = false
thc = Instance.new(&quot;NumberValue&quot;,s)
thc.Name = &quot;thc&quot;
thc.Value = 0
ss = Instance.new(&quot;BoolValue&quot;,s)
ss.Name = &quot;SarStar&quot;
ss.Value = false
ssc = Instance.new(&quot;NumberValue&quot;,s)
ssc.Name = &quot;ssc&quot;
ssc.Value = 0
ncf = Instance.new(&quot;BoolValue&quot;,s)
ncf.Name = &quot;NinjaCryForm&quot;
ncf.Value = false
ncfc = Instance.new(&quot;NumberValue&quot;,s)
ncfc.Name = &quot;ncfc&quot;
ncfc.Value = 0
---------------------------------------------------------NINJAS
tic = Instance.new(&quot;NumberValue&quot;,s)
tic.Name = &quot;tic&quot;
tic.Value = 0
acf = Instance.new(&quot;BoolValue&quot;,s)
acf.Name = &quot;ArcherCryForm&quot;
acf.Value = false
acfc = Instance.new(&quot;NumberValue&quot;,s)
acfc.Name = &quot;acfc&quot;
acfc.Value = 0
pdf = Instance.new(&quot;BoolValue&quot;,s)
pdf.Name = &quot;PoisonDart&quot;
pdf.Value = false
pdfc = Instance.new(&quot;NumberValue&quot;,s)
pdfc.Name = &quot;pdfc&quot;
pdfc.Value = 0
eaf = Instance.new(&quot;BoolValue&quot;,s)
eaf.Name = &quot;ExplosiveArrow&quot;
eaf.Value = false
eafc = Instance.new(&quot;NumberValue&quot;,s)
eafc.Name = &quot;eafc&quot;
eafc.Value = 0
---------------------------------------------------------ARCHERS
ber = Instance.new(&quot;NumberValue&quot;,s)
ber.Name = &quot;ber&quot;
ber.Value = 10
berc = Instance.new(&quot;NumberValue&quot;,s)
berc.Name = &quot;berc&quot;
berc.Value = 0
da = Instance.new(&quot;BoolValue&quot;,s)
da.Name = &quot;DarkAlly&quot;
da.Value = false
dadmg = Instance.new(&quot;NumberValue&quot;,s)
dadmg.Name = &quot;dadmg&quot;
dadmg.Value = 20
dacc = Instance.new(&quot;NumberValue&quot;,s)
dacc.Name = &quot;dacc&quot;
dacc.Value = 0
vv = Instance.new(&quot;BoolValue&quot;,s)
vv.Name = &quot;Vadarian&quot;
vv.Value = false
vvc = Instance.new(&quot;NumberValue&quot;,s)
vvc.Name = &quot;vvc&quot;
vvc.Value = 0
nu = Instance.new(&quot;BoolValue&quot;,s)
nu.Name = &quot;Nuke&quot;
nu.Value = false
nuc = Instance.new(&quot;NumberValue&quot;,s)
nuc.Name = &quot;nuc&quot;
nuc.Value = 0
scf = Instance.new(&quot;BoolValue&quot;,s)
scf.Name = &quot;StellaCryForm&quot;
scf.Value = false
scfc = Instance.new(&quot;NumberValue&quot;,s)
scfc.Name = &quot;scfc&quot;
scfc.Value = 0
---------------------------------------------------------STELLAS
fsh = Instance.new(&quot;NumberValue&quot;,s)
fsh.Name = &quot;fsh&quot;
fsh.Value = 0
sho = Instance.new(&quot;BoolValue&quot;,s)
sho.Name = &quot;FatalShot&quot;
sho.Value = false
shoc = Instance.new(&quot;NumberValue&quot;,s)
shoc.Name = &quot;shoc&quot;
shoc.Value = 0
dou = Instance.new(&quot;BoolValue&quot;,s)
dou.Name = &quot;Doubler&quot;
dou.Value = false
douc = Instance.new(&quot;NumberValue&quot;,s)
douc.Name = &quot;douc&quot;
douc.Value = 0
rea = Instance.new(&quot;BoolValue&quot;,s)
rea.Name = &quot;Reaper&quot;
rea.Value = false
reac = Instance.new(&quot;NumberValue&quot;,s)
reac.Name = &quot;reac&quot;
reac.Value = 0
dw = Instance.new(&quot;BoolValue&quot;,s)
dw.Name = &quot;DarkWave&quot;
dw.Value = false
dwc = Instance.new(&quot;NumberValue&quot;,s)
dwc.Name = &quot;dwc&quot;
dwc.Value = 0
pcf = Instance.new(&quot;BoolValue&quot;,s)
pcf.Name = &quot;PaladinCryForm&quot;
pcf.Value = false
pcfc = Instance.new(&quot;NumberValue&quot;,s)
pcfc.Name = &quot;pcfc&quot;
pcfc.Value = 0
---------------------------------------------------------PALADINS
med = Instance.new(&quot;NumberValue&quot;,s)
med.Name = &quot;med&quot;
med.Value = 5
medc = Instance.new(&quot;NumberValue&quot;,s)
medc.Name = &quot;medc&quot;
medc.Value = 0
wal = Instance.new(&quot;BoolValue&quot;,s)
wal.Name = &quot;Waller&quot;
wal.Value = false
walc = Instance.new(&quot;NumberValue&quot;,s)
walc.Name = &quot;walc&quot;
walc.Value = 0
revo = Instance.new(&quot;BoolValue&quot;,s)
revo.Name = &quot;Revolver&quot;
revo.Value = false
revoc = Instance.new(&quot;NumberValue&quot;,s)
revoc.Name = &quot;revoc&quot;
revoc.Value = 0
dk = Instance.new(&quot;BoolValue&quot;,s)
dk.Name = &quot;DeKill&quot;
dk.Value = false
dkc = Instance.new(&quot;NumberValue&quot;,s)
dkc.Name = &quot;dkc&quot;
dkc.Value = 0
dcf = Instance.new(&quot;BoolValue&quot;,s)
dcf.Name = &quot;DefendorCryForm&quot;
dcf.Value = false
dcfc = Instance.new(&quot;NumberValue&quot;,s)
dcfc.Name = &quot;dcfc&quot;
dcfc.Value = 0
---------------------------------------------------------DEFENDORS
flamerc = Instance.new(&quot;NumberValue&quot;,s)
flamerc.Name = &quot;flamerc&quot;
flamerc.Value = 0
reak = Instance.new(&quot;BoolValue&quot;,s)
reak.Name = &quot;Reak&quot;
reak.Value = false
reakc = Instance.new(&quot;NumberValue&quot;,s)
reakc.Name = &quot;reakc&quot;
reakc.Value = 0
frost = Instance.new(&quot;BoolValue&quot;,s)
frost.Name = &quot;Frost&quot;
frost.Value = false
frostc = Instance.new(&quot;NumberValue&quot;,s)
frostc.Name = &quot;frostc&quot;
frostc.Value = 0
free = Instance.new(&quot;BoolValue&quot;,s)
free.Name = &quot;Freeze&quot;
free.Value = false
freec = Instance.new(&quot;NumberValue&quot;,s)
freec.Name = &quot;freezec&quot;
freec.Value = 0
rayne = Instance.new(&quot;BoolValue&quot;,s)
rayne.Name = &quot;RayNe&quot;
rayne.Value = false
raynec = Instance.new(&quot;NumberValue&quot;,s)
raynec.Name = &quot;raynec&quot;
raynec.Value = 0
ius = Instance.new(&quot;BoolValue&quot;,s)
ius.Name = &quot;Arctius&quot;
ius.Value = false
iusc = Instance.new(&quot;NumberValue&quot;,s)
iusc.Name = &quot;arctiusc&quot;
iusc.Value = 0
necf = Instance.new(&quot;BoolValue&quot;,s)
necf.Name = &quot;NecromancerCryForm&quot;
necf.Value = false
necfc = Instance.new(&quot;NumberValue&quot;,s)
necfc.Name = &quot;necfc&quot;
necfc.Value = 0
---------------------------------------------------------NECROMANCERS
rush = Instance.new(&quot;BoolValue&quot;,s)
rush.Name = &quot;Rush&quot;
rush.Value = false
rushc = Instance.new(&quot;NumberValue&quot;,s)
rushc.Name = &quot;rushc&quot;
rushc.Value = 0
theft = Instance.new(&quot;BoolValue&quot;,s)
theft.Name = &quot;Theft&quot;
theft.Value = false
ceriu = Instance.new(&quot;BoolValue&quot;,s)
ceriu.Name = &quot;Cerius&quot;
ceriu.Value = false
ceriuc = Instance.new(&quot;NumberValue&quot;,s)
ceriuc.Name = &quot;ceriusc&quot;
ceriuc.Value = 0
rager = Instance.new(&quot;BoolValue&quot;,s)
rager.Name = &quot;Rager&quot;
rager.Value = false
ragerc = Instance.new(&quot;NumberValue&quot;,s)
ragerc.Name = &quot;ragerc&quot;
ragerc.Value = 0
smcf = Instance.new(&quot;BoolValue&quot;,s)
smcf.Name = &quot;SmasherCryForm&quot;
smcf.Value = false
smcfc = Instance.new(&quot;NumberValue&quot;,s)
smcfc.Name = &quot;smcfc&quot;
smcfc.Value = 0
----------------------------------------------------------SMASHERRRRRRRS
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
---------------------------SKILLZZ--------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
----------------------------SKKKILLLLLLLLLLLLLLLLLLLLLZ-------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
--------------------------------------SKILLZZZZZ---------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
p.CharacterAdded:connect(function(c)
if game.Workspace.PrivateMode.Value == true then
if c then
c:remove() end
p:remove()
end
end)
end)

function countPlayers()
&#9;local count = 0
&#9;local player = game.Players:GetChildren()
&#9;if(#player&gt;0)then
&#9;&#9;for p = 1, #player do
&#9;&#9;&#9;if(player[p].Character~=nil)then
&#9;&#9;&#9;&#9;count = count +1
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return count
end

function countPlayersInTeam(team)
&#9;local team_count = 0
&#9;local player = game.Players:GetChildren()
&#9;if(#player&gt;0)then
&#9;&#9;for p = 1, #player do
&#9;&#9;&#9;if(player[p].TeamColor==team.TeamColor)then
&#9;&#9;&#9;&#9;team_count = team_count +1
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return team_count
end

function Msg(text)
&#9;if(msg==nil)then
&#9;&#9;msg = Instance.new(&quot;Message&quot;)
&#9;&#9;msg.Text = text
&#9;&#9;msg.Parent = game.Workspace
&#9;else
&#9;&#9;msg.Text = text
&#9;end
end

function Hint(text)
&#9;if(hint==nil)then
&#9;&#9;hint = Instance.new(&quot;Hint&quot;)
&#9;&#9;hint.Text = text
&#9;&#9;hint.Parent = game.Workspace
&#9;else
&#9;&#9;hint.Text = text
&#9;end
end

function removeMsg()
&#9;if(msg~=nil)then msg:remove() msg = nil end
end

function removeHint()
&#9;if(hint~=nil)then hint:remove() hint = nil end
end

print(&quot;Count Players are ready!&quot;)

---Count players

function saythis(fp,gp,xp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = script.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Exp.Value = xp
sc.Disabled = false
end
end
end

function caution()
for i = 1,10 do
script.BossAppears.Value = true
wait()
script.BossAppears.Value = false
end
end

function play()
for _,p in pairs(game.Players:GetPlayers()) do
if p.InGameNow.Value == true then
if p.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
if p.Character then
if p.Character:findFirstChild(&quot;Humanoid&quot;) then
p.Character.Humanoid.Health = 0
end end
p.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
end end end end

function kill()
for _,p in pairs(game.Players:GetPlayers()) do
if p.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
if p.Character then
if p.Character:findFirstChild(&quot;Humanoid&quot;) then
p.Character.Humanoid.Health = 0
end end
p.TeamColor = BrickColor.new(&quot;Bright yellow&quot;)
end end end

function Check()
if script.ZombiesAlive.Value &lt; 1 then
if not game.Workspace:findFirstChild(&quot;Boss&quot;) then
return true
else return end end
end

function removeMessagesAndHints(location)
for _,l in pairs(location:GetChildren()) do
if l:IsA(&quot;Message&quot;) or l:IsA(&quot;Hint&quot;) then
l:remove() end end
end

maxMaps = 9

function changeMap()
if map.Value == 1 then 
m=game.Lighting.Cliff:clone() 
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: The Cliffs&quot;) wait(5)
Msg(&quot;DIFFICULTY: Easy&quot;) wait(3) removeMsg()
elseif map.Value == 2 then 
m=game.Lighting.SandStormDesert:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: Sand Storm Desert&quot;) wait(5)
Msg(&quot;DIFFICULTY: Hard&quot;) wait(3) removeMsg()
elseif map.Value == 3 then 
m=game.Lighting.WitchVillage:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
defend = true
t = game.Lighting.Statue1:clone()
t:MakeJoints()
t.Parent = game.Workspace
t:MakeJoints()
Msg(&quot;MAP SELECTED: Witch Village&quot;) wait(5)
Msg(&quot;DIFFICULTY: Extremly Hard&quot;) wait(3)
removeMsg()
elseif map.Value == 4 then 
m=game.Lighting.ZombieTown:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: Zombie Town&quot;) wait(5)
Msg(&quot;DIFFICULTY: Mediumly FUN!&quot;) wait(3) removeMsg()
elseif map.Value == 5 then 
m=game.Lighting.RuinedPillars:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
conre = true
Msg(&quot;MAP SELECTED: Ruined Pillars&quot;) wait(5)
Msg(&quot;DIFFICULTY: EXTREMELY HARD&quot;) wait(3)
Msg(&quot;WARNING: YOU WILL GET PWNED SEVERELY!&quot;) wait(3)
removeMsg()
elseif map.Value == 6 then 
m=game.Lighting.FourCorners:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: Four Corners by parky43536&quot;) wait(5)
Msg(&quot;DIFFICULTY: Medium&quot;) wait(3) removeMsg()
elseif map.Value == 7 then 
m=game.Lighting.DarkTridentLair:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
conre = true
Msg(&quot;MAP SELECTED: Dark Trident&apos;s Lair&quot;) wait(5)
Msg(&quot;DIFFICULTY: UBERLY HARD&quot;) wait(3)
Msg(&quot;YOU WILL GET PWNED SEVERELY!&quot;) wait(3) removeMsg()
elseif map.Value == 8 then 
m=game.Lighting.Ravine1:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: Ravine Caves by parky43536&quot;) wait(5)
Msg(&quot;DIFFICULTY: UBERLY HARD&quot;) wait(3) removeMsg()
elseif map.Value == 9 then 
m=game.Lighting.TheCliff2:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: The Cliffs 2 by RareSnoopDog&quot;) wait(5)
Msg(&quot;DIFFICULTY: HARD&quot;) wait(3) removeMsg()
end
end

Instance.new(&quot;Message&quot;, workspace)
wait(1)
removeMessagesAndHints(workspace) wait(1)
Instance.new(&quot;Hint&quot;, workspace) wait(1)
removeMessagesAndHints(workspace) wait(1)
Instance.new(&quot;Message&quot;, workspace) wait(1)
Instance.new(&quot;Hint&quot;, workspace) wait(1)
removeMessagesAndHints(workspace) wait(1)

while wait() do

while countPlayers() &lt; players do
print(&quot;Waiting for a player...&quot;)
wait()
end

script.Reinforcements.Value = 5

Msg(&quot;Preparing the game...&quot;)
wait(5)
Msg(&quot;Are you ready?&quot;)
wait(3)
Msg(&quot;Waiting for all players to adjust their stats... moment please...&quot;)
wait(5)

play()

if map.Value == 1 then
Msg(&quot;STORY: The Cliffs&quot;)
wait(2)
Msg(&quot;Commander: Soldiers! We need to prepare our defenses!&quot;)
wait(3)
Msg(&quot;Soldier: Theres too many of them! We have to evacuate!&quot;)
wait(5)
Msg(&quot;Commander: Too late for that, their everywhere!&quot;)
wait(4)
Msg(&quot;Commander: The only way to survive, is to fight back!&quot;)
wait(4)
Msg(&quot;Soldier: But..!&quot;)
wait(2)
Msg(&quot;Commander: They are hostiles, corporal! Fight!&quot;)
wait(4)
Msg(&quot;Soldier: Our soldiers are dropping rapidly! How are we-?&quot;)
wait(5)
Msg(&quot;Commander: THIS IS AN ORDER&quot;)
wait(2)
Msg(&quot;Soldier: ..&quot;)
wait(2)
Msg(&quot;Soldier: Yes sir...&quot;)
wait(3)
elseif map.Value == 2 then
Msg(&quot;STORY: The Sand Storm Desert&quot;)
wait(3)
Msg(&quot;Traveller: Got all those equipment?&quot;)
wait(3)
Msg(&quot;Traveller 2: Yea, its all set.&quot;)
wait(2)
Msg(&quot;Traveller: Good, we could depart now...&quot;)
wait(3)
Msg(&quot;Traveller: Wait, whats that sound??!&quot;)
wait(3)
Msg(&quot;*DFOOF* *BOOM*&quot;)
wait(3)
Msg(&quot;Traveller 2: What??! What are those???&quot;)
wait(3)
Msg(&quot;Traveller: No! Dont GO THERE!!&quot;)
wait(3)
Msg(&quot;Traveller 2: AGGHHH!!&quot;)
wait(3)
Msg(&quot;Traveller: No! We have awakened the undead!!&quot;)
wait(4)
elseif map.Value == 3 then
Msg(&quot;STORY: The Witch Village&quot;)
wait(3)
Msg(&quot;NEW MODE!&quot;) wait(3)
Msg(&quot;DEFEND THE SACRED STATUE FROM BEING DESTROYED!&quot;) wait(5)
Msg(&quot;*Screams and terror filled the village*&quot;)
wait(3)
Msg(&quot;Soldier: Defend the statue! Its our only life source!&quot;)
wait(4)
Msg(&quot;Captain: Alright, squad! Get in formation!&quot;)
wait(3)
Msg(&quot;Witch: I will try to use my spells to prevent anymore&quot;)
wait(4)
Msg(&quot;Witch: enemies from entering the village! Back me up!&quot;)
wait(5)
Msg(&quot;Archer: Incoming hostiles! We will assist you as we could!&quot;)
wait(3)
elseif map.Value == 4 then
Msg(&quot;STORY: The Zombie Town&quot;)
wait(3)
Msg(&quot;BONUS! Power Spheres availability!&quot;) wait(4)
Msg(&quot;New monster types appeared! Left 4 Dead Zombies!&quot;) wait(3)
Msg(&quot;Monsters will sometimes drop shiny blue cores&quot;) wait(5)
Msg(&quot;and stronger monsters will have a bigger change of&quot;) wait(5)
Msg(&quot;dropping it then weaker zombies does!&quot;) wait(3)
Msg(&quot;These cores might give you:&quot;) wait(3)
Msg(&quot;Power ups, Less Fog, and even Gold and Faith Points,&quot;) wait(5)
Msg(&quot;All for free! Good luck!&quot;) wait(3)
Msg(&quot;Oops! I almost forgot! BLACK FOG!&quot;) game.Lighting.FogEnd = 20
wait(3)
Msg(&quot;Get the power cores to get some De-Fogger power ups!&quot;) wait(4)
elseif map.Value == 5 then
Msg(&quot;STORY: Ruined Pillars&quot;)
wait(3)
Msg(&quot;NEW MODE!&quot;) wait(3)
Msg(&quot;CONTROLLED RESURRECTION&quot;) wait(3)
Msg(&quot;DEFEAT ALL INCOMING BOSSES!&quot;) wait(3)
Msg(&quot;Commander: Soldiers! Oncoming enemies are going to..&quot;) wait(5)
Msg(&quot;Commander: destroy this historic place! We must protect&quot;) wait(5)
Msg(&quot;Commander: this area! So my plan was that,&quot;) wait(4)
Msg(&quot;Commander: We are going to ambush those enemy commanders&quot;) wait(5)
Msg(&quot;Commander: that are arriving, so get yourselves ready!&quot;) wait(5)
Msg(&quot;Commander: And Archer, please don&apos;t use your explosive arrows...&quot;) wait(5)
Msg(&quot;Archer:     D:    ...&quot;) wait(4)
Msg(&quot;Archer: ....&quot;) wait(2)
Msg(&quot;Archer:    &gt;:)&quot;) wait(3)
elseif map.Value == 6 then
Msg(&quot;STORY: Four Corner Mountains by parky43536&quot;) 
game.Lighting.FogEnd = 300
game.Lighting.FogColor = Color3.new(1,1,1)
wait(3)
Msg(&quot;SURVIVE THE WRATH OF THE FOUR CORNERS!&quot;)
wait(3)
elseif map.Value == 7 then
Msg(&quot;STORY: Dark Trident&apos;s Lair&quot;) 
wait(3)
Msg(&quot;Commander: Residents stated that things had been&quot;)
wait(3)
Msg(&quot;Commander: going weird lately... and something called&quot;)
wait(3)
Msg(&quot;Commander: a Lumourius has been doing all of this.&quot;)
wait(3)
Msg(&quot;Commander: Our mission is to find and eliminate such&quot;)
wait(3)
Msg(&quot;Commander: being!&quot;)
wait(3)
Msg(&quot;Commander: Careful guys, I heard its not human...&quot;)
wait(3)
elseif map.Value == 8 then
Msg(&quot;STORY: Ravine Caves by parky43536&quot;) 
wait(3)
Msg(&quot;Commander: We are trapped down here!&quot;)
wait(3)
Msg(&quot;Soldier: I&apos;ve got an intel of our escape route!&quot;)
wait(3)
Msg(&quot;Soldier: But seems like we need a kind of source&quot;)
wait(3)
Msg(&quot;Soldier: that could carry us out of here!&quot;)
wait(3)
Msg(&quot;*RRrrrRRRRR*&quot;)
wait(3)
Msg(&quot;Commander: Incoming hostiles! Take cover!&quot;)
wait(3)
elseif map.Value == 9 then
Msg(&quot;STORY: The Cliffs 2&quot;)
wait(2)
Msg(&quot;Commander: Soldiers! We need to prepare our defenses!&quot;)
wait(3)
Msg(&quot;Soldier: There raiding the castle!&quot;)
wait(5)
Msg(&quot;Commander: DEFEAT THE OUTCOMES!&quot;)
wait(4)
end

removeMsg()

game.Workspace.Ready.Value = true
wait(3)
game.Workspace.Ready.Value = false

script.begin:Play()

script.AllowTurrets.Value = true

wave.Value = 1

playing.Value = true

wait()

playSong()

while playing.Value == true do
if wave.Value &gt; 30 then playing.Value = false break end
if wave.Value &gt; 5 and conre == true then playing.Value = false break end
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
-----------SPAWNING----------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
if map.Value == 1 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss1:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Voltket has appeared! Defeat him!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss2:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Voltket has reappeared! Confirm his defeat!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;Msg(&quot;Our engineers built ladders! We can now go on mountains!&quot;)
&#9;&#9;game.Lighting.Ladders:clone().Parent = game.Workspace.Map
&#9;&#9;wait(5)
&#9;&#9;caution() wait(3)
&#9;&#9;Msg(&quot;ZAWZ APPEARED! DEFEAT THE FINAL BOSS!&quot;) wait(5)
&#9;&#9;game.Lighting.Boss3:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;Click the catapults to defeat him!&quot;) wait(5)
&#9;&#9;game.Lighting.Catapults:clone().Parent = game.Workspace.Map
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,3)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Goblin4:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Goblin1:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.Goblin2:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.Goblin3:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
-------------------------------------------------------------------------------
if map.Value == 2 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss4:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Sandara Captain has appeared! Defeat him!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss5:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Voltket MARK II appeared! Defeat him!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;Msg(&quot;*BOOM*&quot;) wait(3)
&#9;&#9;Msg(&quot;...&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss6:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Dark Desert Knight appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;BOSS: Come at me... Bro.&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Mummy5:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Mummy1:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.Mummy2:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.Mummy3:clone().Parent = game.Workspace
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;game.Lighting.Mummy4:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
-------------------------------------------------------------------------------
if map.Value == 3 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 7 then
&#9;&#9;Msg(&quot;BOSS: DeathSlayer appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: Eh, a bunch of fools. Pathetic...&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: Do you realize what you guys are..&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: protecting? Its the enemies!&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: But no more, you must be traitors!&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss7:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;DEFEAT DEATHSLAYER!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 10 then
&#9;&#9;Msg(&quot;BOSS: DeathSlayer appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: I will do anything to stop and&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: defeat you all! Regardless if it will&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: take me my life! You are all GOING DOWN!&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss8:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;FINISH DEATHSLAYER ONCE AND FOR ALL!!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;Msg(&quot;BOSS: NINJA appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: Master, please bare with me...&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: I must avenge you!&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss9:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;Defeat NINJA!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
&#9;&#9;Msg(&quot;BOSS: DEATHSLAYER AND NINJA APPEARED&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: Once more, my sword will bring, thus,&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: back to life!&quot;) wait(3)
&#9;&#9;removeMsg() wait(1.8)
&#9;&#9;Msg(&quot;DeathSlayer: AGH!&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: Master, fight together! We are one!&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss9:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.Boss8:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;Defeat NINJA OR DEATHSLAYER!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 5 or wave.Value == 12 or wave.Value == 18 or wave.Value == 25 or wave.Value == 29 then
&#9;&#9;game.Lighting.Voltket1:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.Voltket2:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.Voltket3:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,5)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy4:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy1:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy8:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy2:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy9:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy3:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy10:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy5:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy7:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy6:clone().Parent = game.Workspace end
&#9;&#9;end
&#9;&#9;wait(2.5) until enemies == 0
&#9;&#9;end
&#9;end
end
---------------------------------------------------------
if map.Value == 4 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;da = math.random(1,3)
&#9;&#9;&#9;if da == 1 then
&#9;&#9;&#9;game.Lighting.Zombie1:clone().Parent = game.Workspace
&#9;&#9;&#9;elseif da == 2 then
&#9;&#9;&#9;game.Lighting.Zombie2:clone().Parent = game.Workspace 
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Zombie3:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;da = math.random(1,3)
&#9;&#9;&#9;if da == 1 then
&#9;&#9;&#9;game.Lighting.Smoker1:clone().Parent = game.Workspace
&#9;&#9;&#9;elseif da == 2 then
&#9;&#9;&#9;game.Lighting.Smoker2:clone().Parent = game.Workspace 
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Smoker3:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.Hunter1:clone().Parent = game.Workspace
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;da = math.random(1,3)
&#9;&#9;&#9;if da == 1 then
&#9;&#9;&#9;game.Lighting.Tank1:clone().Parent = game.Workspace
&#9;&#9;&#9;elseif da == 2 then
&#9;&#9;&#9;game.Lighting.Tank2:clone().Parent = game.Workspace 
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Tank3:clone().Parent = game.Workspace end
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
-------------------------------------------------------------------------------
if map.Value == 5 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 1 then
&#9;&#9;Msg(&quot;BOSS: DEFENDOR appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss10:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;if wave.Value == 2 then
&#9;&#9;Msg(&quot;BOSS: STELLA appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss11:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;if wave.Value == 3 then
&#9;&#9;Msg(&quot;BOSS: CARBORA appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss12:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;if wave.Value == 4 then
&#9;&#9;Msg(&quot;BOSS: PIEMANMUFFIN appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss13:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;if wave.Value == 5 then
&#9;&#9;Msg(&quot;BOSS: GLAMOUROUS appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;DEFEAT THE FINAL BOSS!&quot;) wait(2)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss14:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;game.Lighting.BLAH1:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH2:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH3:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH4:clone().Parent = game.Workspace
&#9;end
end
-------------------------------------------------------------------------------
if map.Value == 6 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss15:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: HollyTech has appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss16:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: DaPinkGuy appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;Msg(&quot;*SWIRL*&quot;) wait(3)
&#9;&#9;Msg(&quot;...&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss17:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Aquatic Dragon appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Four5:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four5:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Four1:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four1:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Four6:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four6:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Four2:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four2:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Four7:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four7:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Four3:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four3:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Four8:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four8:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Four4:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four4:clone().Parent = game.Workspace end
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
---------------------------------------------------------
if map.Value == 7 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 1 then
&#9;&#9;Msg(&quot;BOSS: LUMOURIUS appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss18:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;game.Lighting.BLAH1:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH2:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH3:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH4:clone().Parent = game.Workspace
&#9;end
end
---------------------------------------------------------
if map.Value == 8 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss19:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Water Troll has appeared! Defeat him!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss20:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Wavern Knight has appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss21:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Assassin appeared!&quot;) wait(5)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 20 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;game.Lighting.R1:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R1:clone().Parent = game.Workspace
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.R2:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R2:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.R3:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R3:clone().Parent = game.Workspace
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;game.Lighting.R4:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R4:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;elseif wave.Value &gt; 19 and wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;game.Lighting.R5:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R5:clone().Parent = game.Workspace
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.R6:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R6:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.R7:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R7:clone().Parent = game.Workspace
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;game.Lighting.R8:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R8:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
---------------------------------------------------------
if map.Value == 9 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss22:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Gladiator appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss23:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Crusador appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;Crusador: Feel my wrath!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss24:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Crusador CRY FORM reappeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;Crusador: I AM BACCCCCK!!!&quot;) wait(3)&#9;
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,3)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;game.Lighting.CliffHelper:clone().Parent = game.Workspace
&#9;&#9;if m == 1 then
&#9;&#9;&#9;game.Lighting.Cliff1:clone().Parent = game.Workspace
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.Cliff2:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.Cliff3:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
-------------SPAWNING--------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
&#9;print(&quot;FINISHED ALL CREATORS!&quot;) --This whole little thing is the survival script
--if surviving &lt; 1 then playing.Value = false break end
&#9;repeat wait() 
&#9;&#9;local surviving = countPlayersInTeam(game.Teams[&quot;Surviving&quot;])
&#9;&#9;survivorsLeft = surviving
&#9;&#9;--print(&quot;BLARGH&quot;)
&#9;&#9;&#9;if surviving &lt; 1 and script.Reinforcements.Value &lt; 1 then playing.Value = false break end 
&#9;&#9;&#9;if defend == true then
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Statue&quot;) then
&#9;&#9;&#9;&#9;&#9;if game.Workspace.Statue.Statue.Target.Health &lt; 1 then playing.Value = false break end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;--print(&quot;WEEEEE&quot;) --Debugging
&#9;&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..surviving) 
&#9;&#9;until Check()
&#9;&#9;&#9;if survivorsLeft &lt; 1 and script.Reinforcements.Value &lt; 1 then playing.Value = false break end
&#9;&#9;&#9;if defend == true then
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Statue&quot;) then
&#9;&#9;&#9;&#9;&#9;if game.Workspace.Statue.Statue.Target.Health &lt; 1 then playing.Value = false break end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;maxenemies = maxenemies + 1
&#9;&#9;&#9;enemies = maxenemies
&#9;&#9;&#9;wave.Value = wave.Value + 1
&#9;&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;&#9;if things:findFirstChild(&quot;Statistics&quot;) then
&#9;&#9;&#9;&#9;if things:findFirstChild(&quot;Awards&quot;) then
&#9;&#9;&#9;&#9;if things.Awards:findFirstChild(&quot;First Time&quot;) then
&#9;&#9;&#9;&#9;&#9;things.Awards[&quot;First Time&quot;].Value = things.Awards[&quot;First Time&quot;].Value + 1
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if things.Awards:findFirstChild(&quot;5 In A Row&quot;) then
&#9;&#9;&#9;&#9;&#9;things.Awards[&quot;5 In A Row&quot;].Value = things.Awards[&quot;5 In A Row&quot;].Value + 1
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if game.Workspace.TripleEvent.Value == false then
&#9;&#9;&#9;&#9;things.Statistics.FaithPoints.Value = things.Statistics.FaithPoints.Value + 1
&#9;&#9;&#9;&#9;things.Statistics.Exp.Value = things.Statistics.Exp.Value + wave.Value
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;things.Statistics.FaithPoints.Value = things.Statistics.FaithPoints.Value + 3 
&#9;&#9;&#9;&#9;things.Statistics.Exp.Value = things.Statistics.Exp.Value + wave.Value * 3
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;if things.PlayerGui.GameGui.GroupShow.Visible == false then
&#9;&#9;&#9;&#9;if game.Workspace.TripleEvent.Value == false then
&#9;&#9;&#9;&#9;things.Statistics.Gold.Value = things.Statistics.Gold.Value + 3
&#9;&#9;&#9;&#9;saythis(1,3,wave.Value)
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;things.Statistics.Gold.Value = things.Statistics.Gold.Value + 9
&#9;&#9;&#9;&#9;saythis(3,6,wave.Value*3)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if game.Workspace.TripleEvent.Value == false then
&#9;&#9;&#9;&#9;things.Statistics.Gold.Value = things.Statistics.Gold.Value + 6
&#9;&#9;&#9;&#9;saythis(1,6,wave.Value)
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;things.Statistics.Gold.Value = things.Statistics.Gold.Value + 18
&#9;&#9;&#9;&#9;saythis(3,18,wave.Value*3)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end end end
--&#9;&#9;&#9;play() --Very short

&#9;&#9;&#9;if script.Map.Value == 8 and wave.Value == 16 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,10,280)
&#9;&#9;&#9;&#9;Msg(&quot;A flood is happening!&quot;) wait(3) removeMsg()
&#9;&#9;&#9;elseif script.Map.Value == 8 and wave.Value == 17 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,12,280)
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Transparency = 0.7
&#9;&#9;&#9;elseif script.Map.Value == 8 and wave.Value == 18 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,14,280)
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Transparency = 0.5
&#9;&#9;&#9;&#9;Msg(&quot;The flood is rising!&quot;) wait(3) removeMsg()
&#9;&#9;&#9;elseif script.Map.Value == 8 and wave.Value == 19 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,16,280)
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Transparency = 0.4
&#9;&#9;&#9;elseif script.Map.Value == 8 and wave.Value == 20 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,24,280)
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Transparency = 0.2
&#9;&#9;&#9;&#9;Msg(&quot;EVACUATION~FLOOD!!!&quot;) wait(3) removeMsg()
&#9;&#9;&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;&#9;&#9;game.Lighting.FloodGui:clone().Parent = things.PlayerGui end
&#9;&#9;&#9;&#9;wait(1.5)
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Map&quot;) then game.Workspace.Map:remove() end
&#9;&#9;&#9;&#9;m=game.Lighting.Ravine2:clone()
&#9;&#9;&#9;&#9;m.Parent = game.Workspace 
&#9;&#9;&#9;&#9;m.Name = &quot;Map&quot;
&#9;&#9;&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;&#9;&#9;if things.Character then
&#9;&#9;&#9;&#9;things.Character:MoveTo(game.Workspace.SpawnLocation1.Position) end end
&#9;&#9;&#9;end

&#9;&#9;&#9;if script.Reinforcements.Value &lt; 5 then
&#9;&#9;&#9;&#9;script.Reinforcements.Value = script.Reinforcements.Value + 1 end
&#9;&#9;&#9;&#9;stopSong() playSong()
&#9;&#9;&#9;end
playing.Value = false
kill()
removeHint()

script.AllowTurrets.Value = false

removeMessagesAndHints(game.Workspace)

if game.Workspace:findFirstChild(&quot;Map&quot;) then game.Workspace.Map:remove() end

if wave.Value &lt; 31 and defend == false and conre == false then
Msg(&quot;You have made it to Wave: &quot;..wave.Value)
wait(3)
elseif wave.Value &lt; 31 and defend == true and conre == false then
Msg(&quot;You have failed to defend the Sacred Statue!&quot;) wait(4) --FAILZOR
Msg(&quot;You have made it to Wave: &quot;..wave.Value)
wait(3)
elseif wave.Value &lt; 6 and defend == false and conre == true then
Msg(&quot;You have failed to defeat the enemies!&quot;) wait(4) --FAILZOR
Msg(&quot;You have made it to Wave: &quot;..wave.Value)
wait(3)
else
script.victory:Play()
------------------------------
if map.Value == 1 then
Msg(&quot;Soldier: We... we did it?!&quot;)
wait(3)
Msg(&quot;Commander: Good work, corporal! Ranking you up!&quot;)
wait(4)
Msg(&quot;Soldier: But... only one problem.. how are we...&quot;)
wait(4)
Msg(&quot;Soldier: How are we suppose to go back...&quot;)
wait(3)
Msg(&quot;Commander: Good question... our carriage is destroyed..&quot;)
wait(5)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: The Cliffs&quot;)
wait(2)
elseif map.Value == 2 then
Msg(&quot;Traveller: Gahh!&quot;)
wait(3)
Msg(&quot;Traveller 2: Help me up..&quot;)
wait(4)
Msg(&quot;Traveller: Eh, alright man, we have to leave, NOW!&quot;)
wait(4)
Msg(&quot;Traveller 2: Im dead agreed with you, man!&quot;)
wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: The Sand Storm Desert&quot;)
wait(2)
elseif map.Value == 3 then
Msg(&quot;Witch: We had successfully defended the Sacred Statue!&quot;)
wait(5)
Msg(&quot;Captain: Stay on guard, they might be still coming!&quot;)
wait(4)
Msg(&quot;Soldier: Alright, men! Keep up the good work!&quot;)
wait(4)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Witch Village&quot;)
wait(2)
elseif map.Value == 4 then
Msg(&quot;Nice! You completed one of Swordphin123&apos;s favourite&quot;)
wait(4)
Msg(&quot;types of enemies of all time, and you guys finished it!&quot;)
wait(3)
Msg(&quot;THIS MAP IS A CREATOR&apos;S FAVOURITE! So, you guys were awarded&quot;)
wait(5)
Msg(&quot;50 gold! Thanks for playing!&quot;)
for _,things in pairs(game.Players:GetPlayers()) do
if things:findFirstChild(&quot;Statistics&quot;) then
if things.PlayerGui.GameGui.GroupShow.Visible == false then
if game.Workspace.TripleEvent.Value == false then
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 50
saythis(0,50)
else
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 150
saythis(0,150)
end
else
if game.Workspace.TripleEvent.Value == false then
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 100
saythis(0,100)
else
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 300
saythis(0,300)
end
end
end end
wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Witch Village&quot;)
wait(2)
elseif map.Value == 5 then
Msg(&quot;Commander: We had successfully defeated them!&quot;)
wait(5)
Msg(&quot;Commander: Now, lets go get some hot chocolate!&quot;)
wait(4)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Ruined Pillars&quot;)
wait(2)
elseif map.Value == 6 then
Msg(&quot;SUCCESS!&quot;)
wait(5)
Msg(&quot;Commander: How did we even get here, anyway??&quot;)
wait(4)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Four Corners by parky43635&quot;)
wait(2)
elseif map.Value == 7 then
Msg(&quot;Commander: Nicely done!&quot;)
wait(5)
Msg(&quot;Commander: It seems like that battle,&quot;)
wait(4)
Msg(&quot;Commander: Wasnt our last...&quot;) wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Dark Trident&apos;s Lair&quot;)
wait(2)
elseif map.Value == 8 then
Msg(&quot;Commander: Yes!!&quot;)
wait(5)
Msg(&quot;Soldier: We are finally out!&quot;)
wait(4)
Msg(&quot;Commander: Good job guys! This victory is ours!&quot;) wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Ravine Caves by parky43536&quot;)
wait(2)
elseif map.Value == 9 then
Msg(&quot;Commander: Finally! Were done!&quot;)
wait(5)
Msg(&quot;Soldier: What a beautiful sight!&quot;)
wait(4)
Msg(&quot;Commander: Well, lets head back!&quot;) wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: The Cliffs 2 by RareSnoopDog&quot;)
wait(2)
end
-----------------------------
Msg(&quot;Congratulations! You finished the last wave of this map!&quot;)
wait(5)
Msg(&quot;Everybody gets 35 Faith Points AND 20 Gold!&quot;)
for _,things in pairs(game.Players:GetPlayers()) do
if things:findFirstChild(&quot;Statistics&quot;) then
if game.Workspace.TripleEvent.Value == false then
things.Statistics.FaithPoints.Value = things.Statistics.FaithPoints.Value + 35
else
things.Statistics.FaithPoints.Value = things.Statistics.FaithPoints.Value + 105
end
if things.PlayerGui.GameGui.GroupShow.Visible == false then
if game.Workspace.TripleEvent.Value == false then
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 20
saythis(35,20)
else
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 60
saythis(105,60)
end
else
if game.Workspace.TripleEvent.Value == false then
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 40
saythis(35,40)
else
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 120
saythis(105,120)
end
end
end end
wait(3)
end

removeMsg()

wait(1)

for _,deh in pairs(game.Workspace.Turrets:GetChildren()) do
if deh:IsA(&quot;Model&quot;) then
deh:remove()
end end

game.Lighting.FogColor = Color3.new(0,0,0)
game.Lighting.FogEnd = 50000
maxenemies = 2
script.Reinforcements.Value = 5
script.ZombiesAlive.Value = 0
enemies = maxenemies
wave.Value = 1
game.Workspace.Ready.Value = false

defend=false
conre = false

Msg(&quot;Its time to vote for the next map!&quot;) wait(4)
Msg(&quot;Now!&quot;)

for _,things in pairs(game.Players:GetPlayers()) do
&#9;if things.PlayerGui then
&#9;&#9;if map.Value + 2 &gt; maxMaps then
&#9;&#9;&#9;things.PlayerGui.VotingGui.Frame.Map.Text = map.Value + 2 - maxMaps
&#9;&#9;else
&#9;&#9;&#9;things.PlayerGui.VotingGui.Frame.Map.Text = map.Value + 2
&#9;&#9;end
&#9;end
end

script.Voting.Value = true wait(2)
removeMsg()

time = 15

repeat wait(1)
Hint(&quot;Vote ending in: &quot; ..time.. &quot; ||| Yes: &quot; ..script.Voting.Yes.Value.. &quot; ||| No: &quot; ..script.Voting.No.Value)
time = time - 1 until time &lt; 1

script.Voting.Value = false

if script.Voting.Yes.Value &gt; script.Voting.No.Value then

map.Value = map.Value + 2
if map.Value &gt; maxMaps then
map.Value = map.Value - maxMaps
end

else

if map.Value &lt; maxMaps then
map.Value = map.Value + 1
else
map.Value = 1
end

end

removeHint()

script.Voting.Yes.Value = 0
script.Voting.No.Value = 0

changeMap()
Msg(&quot;Resetting game...&quot;)
wait(5)
removeMsg()
removeMessagesAndHints(game.Workspace)
end
</ProtectedString>
					</Properties>
					<Item class="NumberValue" referent="RBX416">
						<Properties>
							<string name="Name">ZombiesAlive</string>
							<double name="Value">-2</double>
						</Properties>
					</Item>
					<Item class="BoolValue" referent="RBX417">
						<Properties>
							<string name="Name">Playing</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX418">
						<Properties>
							<string name="Name">Reinforcements</string>
							<double name="Value">5</double>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX419">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Music2</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://www.roblox.com/asset/?id=2303479</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX420">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Music</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://www.roblox.com/asset/?id=45819151</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX421">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Music3</string>
							<float name="Pitch">4</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://www.roblox.com/asset/?id=27697743</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX422">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Music4</string>
							<float name="Pitch">2</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://www.roblox.com/asset/?id=11420933</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX423">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">begin</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://roblox.com/asset/?id=10209104</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX424">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">victory</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://roblox.com/asset/?id=10209137</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX425">
						<Properties>
							<string name="Name">Wave</string>
							<double name="Value">1</double>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX426">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Givah</string>
							<ProtectedString name="Source">player = script.Parent.Parent.Parent

repeat wait() until player.Character

---This script is the epick GUI with + 4646 Faith poitns,, etc

function saythis(fp,gp,com,xp)
gui = script.Parent.Parent.BossGui
&#9;if com ~= &quot;None&quot; then
&#9;&#9;gui.COM.Text = &quot;ACHIEVEMENT COMPLETE: &quot; ..com.. &quot;!&quot;
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.COM.TextStrokeTransparency = gui.COM.TextStrokeTransparency - 0.1
&#9;&#9;gui.COM.TextTransparency = gui.COM.TextTransparency - 0.1
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.COM.TextStrokeTransparency = gui.COM.TextStrokeTransparency + 0.1
&#9;&#9;gui.COM.TextTransparency = gui.COM.TextTransparency + 0.1
&#9;&#9;end
&#9;end
&#9;if xp &gt; 0 then
&#9;&#9;gui.EXP.Text = &quot;+ &quot; ..xp.. &quot; Exp!&quot;
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.EXP.TextStrokeTransparency = gui.EXP.TextStrokeTransparency - 0.1
&#9;&#9;gui.EXP.TextTransparency = gui.EXP.TextTransparency - 0.1
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.EXP.TextStrokeTransparency = gui.EXP.TextStrokeTransparency + 0.1
&#9;&#9;gui.EXP.TextTransparency = gui.EXP.TextTransparency + 0.1
&#9;&#9;end
&#9;end
&#9;if fp &gt; 0 then
&#9;&#9;gui.FP.Text = &quot;+ &quot; ..fp.. &quot; Faith Points!&quot;
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.FP.TextStrokeTransparency = gui.FP.TextStrokeTransparency - 0.1
&#9;&#9;gui.FP.TextTransparency = gui.FP.TextTransparency - 0.1
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.FP.TextStrokeTransparency = gui.FP.TextStrokeTransparency + 0.1
&#9;&#9;gui.FP.TextTransparency = gui.FP.TextTransparency + 0.1
&#9;&#9;end
&#9;end
&#9;if gp &gt; 0 then
&#9;&#9;gui.GP.Text = &quot;+ &quot; ..gp.. &quot; Gold!&quot;
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.GP.TextStrokeTransparency = gui.GP.TextStrokeTransparency - 0.1
&#9;&#9;gui.GP.TextTransparency = gui.GP.TextTransparency - 0.1
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.GP.TextStrokeTransparency = gui.GP.TextStrokeTransparency + 0.1
&#9;&#9;gui.GP.TextTransparency = gui.GP.TextTransparency + 0.1
&#9;&#9;end
&#9;end
&#9;script:remove()
end

wait(1)

saythis(script.Faith.Value,script.Gold.Value,script.Completed.Value,script.Exp.Value)
---ONLY 39?? H44X</ProtectedString>
						</Properties>
						<Item class="NumberValue" referent="RBX427">
							<Properties>
								<string name="Name">Gold</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="StringValue" referent="RBX428">
							<Properties>
								<string name="Name">Completed</string>
								<string name="Value">None</string>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX429">
							<Properties>
								<string name="Name">Faith</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX430">
							<Properties>
								<string name="Name">Exp</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
					<Item class="BoolValue" referent="RBX431">
						<Properties>
							<string name="Name">BossAppears</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX432">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">CamIntro</string>
							<ProtectedString name="Source">&#9;game.Workspace.CurrentCamera.CameraSubject = game.Workspace.Intro.Sword
&#9;game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(game.Workspace.Intro.Sword.Position + Vector3.new(4,4,4))

while wait() do
&#9;for i = 1,50 do wait()
&#9;game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(0.1,0,0.1)
&#9;game.Workspace.CurrentCamera.Focus = CFrame.new(game.Workspace.Intro.Sword.Position)
&#9;end
&#9;for i = 1,50 do wait()
&#9;game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(0.1,0,-0.1)
&#9;game.Workspace.CurrentCamera.Focus = CFrame.new(game.Workspace.Intro.Sword.Position)
&#9;end
end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX433">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">CamShop</string>
							<ProtectedString name="Source">gui = game.Players.LocalPlayer.PlayerGui.GameGui

for i = 1,10 do wait()
gui.Parent.ShopGui.Movie3.BackgroundTransparency = gui.Parent.ShopGui.Movie3.BackgroundTransparency - 0.1
end

&#9;game.Workspace.CurrentCamera.CameraSubject = game.Workspace:findFirstChild(script.ShopType.Value).Viewer
&#9;game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(game.Workspace:findFirstChild(script.ShopType.Value).Viewer.Position + Vector3.new(4,4,4))

wait(1)

for i = 1,10 do wait()
gui.Parent.ShopGui.Movie3.BackgroundTransparency = gui.Parent.ShopGui.Movie3.BackgroundTransparency + 0.1
end

for i = 1,10 do wait()
gui.Movie1.BackgroundTransparency = gui.Movie1.BackgroundTransparency - 0.1
gui.Movie2.BackgroundTransparency = gui.Movie2.BackgroundTransparency - 0.1
end

script.BackToPlayer.Changed:connect(function()
if script.BackToPlayer.Value == true then
for i = 1,10 do wait()
gui.Movie1.BackgroundTransparency = gui.Movie1.BackgroundTransparency + 0.1
gui.Movie2.BackgroundTransparency = gui.Movie2.BackgroundTransparency + 0.1
end
for i = 1,10 do wait()
gui.Parent.ShopGui.Movie3.BackgroundTransparency = gui.Parent.ShopGui.Movie3.BackgroundTransparency - 0.1
end
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Humanoid
for i = 1,10 do wait()
gui.Parent.ShopGui.Movie3.BackgroundTransparency = gui.Parent.ShopGui.Movie3.BackgroundTransparency + 0.1
end
script:remove()
end
end)

while wait() do
&#9;for i = 1,50 do wait()
&#9;game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(0.1,0,0.1)
&#9;game.Workspace.CurrentCamera.Focus = CFrame.new(game.Workspace:findFirstChild(script.ShopType.Value).Viewer.Position)
&#9;end
&#9;for i = 1,50 do wait()
&#9;game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(0.1,0,-0.1)
&#9;game.Workspace.CurrentCamera.Focus = CFrame.new(game.Workspace:findFirstChild(script.ShopType.Value).Viewer.Position)
&#9;end
end
</ProtectedString>
						</Properties>
						<Item class="BoolValue" referent="RBX434">
							<Properties>
								<string name="Name">BackToPlayer</string>
								<bool name="Value">false</bool>
							</Properties>
						</Item>
						<Item class="StringValue" referent="RBX435">
							<Properties>
								<string name="Name">ShopType</string>
								<string name="Value"></string>
							</Properties>
						</Item>
					</Item>
					<Item class="NumberValue" referent="RBX436">
						<Properties>
							<string name="Name">Map</string>
							<double name="Value">1</double>
						</Properties>
					</Item>
					<Item class="BoolValue" referent="RBX437">
						<Properties>
							<string name="Name">Voting</string>
							<bool name="Value">true</bool>
						</Properties>
						<Item class="NumberValue" referent="RBX438">
							<Properties>
								<string name="Name">Yes</string>
								<double name="Value">1</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX439">
							<Properties>
								<string name="Name">No</string>
								<double name="Value">3</double>
							</Properties>
						</Item>
					</Item>
					<Item class="BoolValue" referent="RBX440">
						<Properties>
							<string name="Name">AllowTurrets</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX441">
					<Properties>
						<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">Lobby</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX442">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>0</X>
								<Y>545</Y>
								<Z>131</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
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								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX486">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX487">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX488">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX489">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX490">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX491">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX492">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX493">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX494">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX495">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX496">
					<Properties>
						<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">Goblin2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX497">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX498">
							<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>247.5</X>
									<Y>65.2000046</Y>
									<Z>145</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
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									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX512">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX513">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX514">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX515">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S4.Position, game.Workspace.Map.S4)
until
(script.Parent.Torso.Position - game.Workspace.Map.S4.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S5.Position, game.Workspace.Map.S5)
until
(script.Parent.Torso.Position - game.Workspace.Map.S5.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX516">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX517">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">150</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX518">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX519">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX520">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX521">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX522">
					<Properties>
						<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">Goblin3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX523">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX524">
							<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>197.5</X>
									<Y>65.2000046</Y>
									<Z>-83</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
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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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX538">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX539">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX540">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX541">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S3.Position, game.Workspace.Map.S3)
until
(script.Parent.Torso.Position - game.Workspace.Map.S3.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S5.Position, game.Workspace.Map.S5)
until
(script.Parent.Torso.Position - game.Workspace.Map.S5.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX542">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX543">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">150</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX544">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX545">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX546">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX547">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX548">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Sword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX549">
						<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>28.4997463</X>
								<Y>0.800000787</Y>
								<Z>-18.9999886</Z>
								<R00>-3.26636837e-005</R00>
								<R01>4.31581502e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>1</R11>
								<R12>4.31581502e-005</R12>
								<R20>0.99999994</R20>
								<R21>4.80190998e-010</R21>
								<R22>-3.26636873e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX550">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>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>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX551">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX552">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX553">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 0
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX554">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<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">Staff</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=10758325</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX555">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>28.5</X>
								<Y>2.79999995</Y>
								<Z>-19.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX556">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">EquipSound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>http://www.roblox.com/asset/?id=10756118</url></Content>
								<float name="Volume">0.5</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX557">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=10757531</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=1265698</url></Content>
								<Vector3 name="VertexColor">
									<X>0</X>
									<Y>9</Y>
									<Z>9</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX558">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Spark</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value



function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(4)
ball.SparkSound.Looped = false
ball.SparkSound:Stop()
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX559">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX560">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX561">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">WizardStaff</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function fire(v)

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;local spark = Instance.new(&quot;Fire&quot;)

&#9;local SparkSound = Instance.new(&quot;Sound&quot;)
&#9;SparkSound.Name = &quot;SparkSound&quot;
&#9;SparkSound.SoundId = &quot;http://www.roblox.com/asset/?id=10756104&quot;
&#9;SparkSound.Parent = missile
&#9;SparkSound.Volume = .1
&#9;SparkSound.Looped = true
        
&#9;spark.Parent = missile

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 10)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(1,1,1)
&#9;missile.Velocity = v * 75
&#9;missile.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;missile.Shape = 0
&#9;missile.Reflectance = 0.5
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Spark&quot;
&#9;missile.Reflectance = 0


&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,98,0)
&#9;force.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile
&#9;
&#9;local new_script = script.Parent.Spark:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;SparkSound:Play()

end



function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 1.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
&#9;staffUp()
&#9;wait(reload)

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,15)
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX562">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.70000005</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">Katana</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX563">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>27.5000114</X>
								<Y>0.589833796</Y>
								<Z>-19.6000175</Z>
								<R00>-9.15499404e-005</R00>
								<R01>2.79379719e-009</R01>
								<R02>-1</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>9.15499404e-005</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>2.79388246e-009</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX564">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11442510</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=53749224</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX565">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX566">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX567">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX568">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="BillboardGui" referent="RBX569">
					<Properties>
						<bool name="Active">false</bool>
						<Ref name="Adornee">null</Ref>
						<bool name="AlwaysOnTop">false</bool>
						<bool name="Enabled">true</bool>
						<Vector3 name="ExtentsOffset">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<string name="Name">OverKillGui</string>
						<Ref name="PlayerToHideFrom">null</Ref>
						<UDim2 name="Size">
							<XS>10</XS>
							<XO>0</XO>
							<YS>10</YS>
							<YO>0</YO>
						</UDim2>
						<Vector2 name="SizeOffset">
							<X>0</X>
							<Y>0</Y>
						</Vector2>
						<Vector3 name="StudsOffset">
							<X>0</X>
							<Y>10</Y>
							<Z>0</Z>
						</Vector3>
					</Properties>
					<Item class="TextLabel" referent="RBX570">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">0</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">TextLabel</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>150</XO>
								<YS>0</YS>
								<YO>25</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4279970357</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX571">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">script.Parent.Adornee = script.Parent.Parent

script.Parent = nil
---No its teh spinning thing for ninja skill
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX572">
					<Properties>
						<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">Boss1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX573">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX574">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>35</X>
									<Y>28.6000004</Y>
									<Z>-86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX575">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX576">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX577">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>35</X>
									<Y>26.6000004</Y>
									<Z>-86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX578">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX579">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX580">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX581">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX582">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX583">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX584">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX585">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX586">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX587">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

while true do
scanForHumans()
&#9;wait()
m = math.random(1,3)
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(1)
&#9;&#9;else
&#9;&#9;if m == 1 then fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(m)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX588">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX589">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5025</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX590">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX591">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX592">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX593">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX594">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>31</X>
									<Y>33.1000023</Y>
									<Z>-87.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX595">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX596">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX597">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>35</X>
									<Y>27.1000004</Y>
									<Z>-87.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX598">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX599">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX600">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>35</X>
									<Y>39.1000023</Y>
									<Z>-87.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX601">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX602">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX603">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>39</X>
									<Y>33.1000023</Y>
									<Z>-87.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX604">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX605">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX606">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX607">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX608">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX609">
					<Properties>
						<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">Boss2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX610">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX611">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>106.5</X>
									<Y>28.6000004</Y>
									<Z>20</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX612">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX613">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX614">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX615">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>106.5</X>
									<Y>26.6000004</Y>
									<Z>20</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX616">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX617">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX618">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX619">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX620">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX621">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX622">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX623">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX624">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX625">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

while true do
scanForHumans()
&#9;wait()
--m = math.random(1,3)
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX626">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX627">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">24005</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX628">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX629">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">25</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX630">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if p.Awards:findFirstChild(&quot;VoltKet Hunter&quot;) then
&#9;p.Awards[&quot;VoltKet Hunter&quot;].Value = true
end
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 25
saythis(25,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 75
saythis(75,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX631">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX632">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>107.5</X>
									<Y>33.1000023</Y>
									<Z>16</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX633">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX634">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX635">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>107.5</X>
									<Y>27.1000004</Y>
									<Z>20</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX636">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX637">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX638">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX639">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>107.5</X>
									<Y>39.1000023</Y>
									<Z>20</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX640">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX641">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX642">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>107.5</X>
									<Y>33.1000023</Y>
									<Z>24</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX643">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX644">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX645">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
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						</Item>
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							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX647">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX648">
					<Properties>
						<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">DarkWarriorSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX649">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
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								<R02>0</R02>
								<R10>0</R10>
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								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
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							<Ref name="PrimaryPart">null</Ref>
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								<bool name="Anchored">true</bool>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
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									<Y>27.1000004</Y>
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								<float name="FrontParamB">0.5</float>
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									<X>0</X>
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								<token name="formFactorRaw">2</token>
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							</Properties>
							<Item class="SpecialMesh" referent="RBX652">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
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							<Item class="CylinderMesh" referent="RBX658">
								<Properties>
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				<Item class="Tool" referent="RBX669">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Branch3</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX670">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX671">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-244</X>
								<Y>5.80000019</Y>
								<Z>82.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX672">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=26768319</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=39668743</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX673">
					<Properties>
						<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">NinjaSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX674">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX675">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>1</X>
									<Y>3.4000001</Y>
									<Z>-23.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX676">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>1</X>
									<Y>5</Y>
									<Z>-23.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX677">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1286427</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.10000002</X>
										<Y>1.10000002</Y>
										<Z>1.10000002</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=12547044</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX678">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>1</X>
									<Y>3.44761848</Y>
									<Z>-22.679369</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX679">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=19367813</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=19367808</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX680">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>2.5</X>
									<Y>4.5999999</Y>
									<Z>-23.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX681">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>3.24164677</X>
									<Y>2.80000019</Y>
									<Z>-22.8000011</Z>
									<R00>0.833746135</R00>
									<R01>-2.48611395e-005</R01>
									<R02>0.552147925</R02>
									<R10>0.552147925</R10>
									<R11>3.75404452e-005</R11>
									<R12>-0.833746135</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>4.50262269e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
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									<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX719">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX720">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX721">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX722">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-238.5</X>
									<Y>51.5</Y>
									<Z>-7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX723">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-238.5</X>
									<Y>51.5</Y>
									<Z>-6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX724">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX725">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-238.5</X>
									<Y>53.5</Y>
									<Z>-5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</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">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-238.5</X>
									<Y>53.5</Y>
									<Z>-8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX727">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX728">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX729">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX730">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX731">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX732">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">750</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX733">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX734">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">25</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX735">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX736">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX737">
					<Properties>
						<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">Spirits</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX738">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX739">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX740">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>146</X>
										<Y>143.800003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX741">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX742">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX743">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>146</X>
										<Y>142.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX744">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX745">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX746">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX747">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX748">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX749">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX750">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>145.5</X>
										<Y>140.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX751">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>146.5</X>
										<Y>140.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX752">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX753">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>147.5</X>
										<Y>142.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX754">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>144.5</X>
										<Y>142.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX755">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX756">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX757">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX758">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX759">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX760">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX761">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX762">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX763">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX764">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX765">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX766">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX767">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>143.800003</Y>
										<Z>68</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX768">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX769">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX770">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>142.300003</Y>
										<Z>68</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX771">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX772">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX773">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX774">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX775">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX776">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX777">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>140.300003</Y>
										<Z>68.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX778">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>140.300003</Y>
										<Z>67.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX779">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX780">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>142.300003</Y>
										<Z>66.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX781">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>142.300003</Y>
										<Z>69.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX782">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX783">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX784">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX785">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX786">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX787">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX788">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX789">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX790">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX791">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX792">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX793">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX794">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>169</Y>
										<Z>167</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX795">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX796">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX797">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>167.5</Y>
										<Z>167</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX798">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX799">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX800">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX801">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX802">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX803">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX804">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>165.5</Y>
										<Z>167.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX805">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>165.5</Y>
										<Z>166.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX806">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX807">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>167.5</Y>
										<Z>165.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX808">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>167.5</Y>
										<Z>168.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX809">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX810">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX811">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX812">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX813">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX814">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX815">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX816">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX817">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX818">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX819">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX820">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX821">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>169</Y>
										<Z>164</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX822">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX823">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX824">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>167.5</Y>
										<Z>164</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX825">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX826">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX827">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX828">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX829">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX830">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX831">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>165.5</Y>
										<Z>164.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX832">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>165.5</Y>
										<Z>163.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX833">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX834">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>167.5</Y>
										<Z>162.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX835">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>167.5</Y>
										<Z>165.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX836">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX837">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX838">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX839">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX840">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX841">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX842">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX843">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX844">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX845">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX846">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX847">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX848">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>169</Y>
										<Z>169</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX849">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX850">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX851">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>167.5</Y>
										<Z>169</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX852">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX853">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX854">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX855">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX856">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX857">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX858">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>165.5</Y>
										<Z>169.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX859">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>165.5</Y>
										<Z>168.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX860">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX861">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>167.5</Y>
										<Z>167.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX862">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>167.5</Y>
										<Z>170.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX863">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX864">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX865">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX866">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX867">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX868">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX869">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX870">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX871">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX872">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX873">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX874">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX875">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>28.6000004</Y>
										<Z>-55</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX876">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX877">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX878">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>27.1000004</Y>
										<Z>-55</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX879">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX880">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX881">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX882">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX884">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>25.1000004</Y>
										<Z>-54.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>25.1000004</Y>
										<Z>-55.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX887">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX888">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>27.1000004</Y>
										<Z>-56.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX889">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>27.1000004</Y>
										<Z>-53.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX890">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX891">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX892">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX893">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX894">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX895">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX896">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX897">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX898">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX899">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX900">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX901">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX902">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>28.6000004</Y>
										<Z>-49</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX903">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX904">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX905">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>27.1000004</Y>
										<Z>-49</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX906">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX907">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX908">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX909">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX910">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX911">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX912">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>25.1000004</Y>
										<Z>-48.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX913">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>25.1000004</Y>
										<Z>-49.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX914">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX915">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>27.1000004</Y>
										<Z>-50.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX916">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>27.1000004</Y>
										<Z>-47.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX917">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX918">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX919">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX920">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX921">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX922">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX923">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX924">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX925">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX926">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX927">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX928">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX929">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>28.6000004</Y>
										<Z>29</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX930">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX931">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX932">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>27.1000004</Y>
										<Z>29</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX933">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX934">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX935">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX936">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX937">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX938">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX939">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>25.1000004</Y>
										<Z>29.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX940">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>25.1000004</Y>
										<Z>28.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX941">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX942">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>27.1000004</Y>
										<Z>27.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX943">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>27.1000004</Y>
										<Z>30.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX944">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX945">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX946">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX947">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX948">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX949">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX950">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX951">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX952">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX953">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX954">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX955">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX956">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>28.6000004</Y>
										<Z>41</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX957">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX958">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX959">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>27.1000004</Y>
										<Z>41</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX960">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX961">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX962">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX963">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX964">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX965">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX966">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>25.1000004</Y>
										<Z>41.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX967">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>25.1000004</Y>
										<Z>40.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX968">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX969">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>27.1000004</Y>
										<Z>39.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX970">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>27.1000004</Y>
										<Z>42.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX971">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX972">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX973">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX974">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX975">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX976">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX977">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX978">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX979">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX980">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX981">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX982">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX983">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>181</Y>
										<Z>36</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX984">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX985">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX986">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>179.5</Y>
										<Z>36</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX987">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX988">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX989">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX990">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX991">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX992">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX993">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>177.5</Y>
										<Z>36.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX994">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>177.5</Y>
										<Z>35.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX995">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX996">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>179.5</Y>
										<Z>34.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX997">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>179.5</Y>
										<Z>37.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX998">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX999">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1000">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1001">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1002">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1003">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1004">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1005">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1006">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1007">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1008">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX1009">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX1010">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>181</Y>
										<Z>88</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX1011">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX1012">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1013">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>179.5</Y>
										<Z>88</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX1014">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX1015">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1016">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1017">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1018">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX1019">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1020">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>177.5</Y>
										<Z>88.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1021">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>177.5</Y>
										<Z>87.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1022">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1023">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>179.5</Y>
										<Z>86.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1024">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>179.5</Y>
										<Z>89.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1025">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1026">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1027">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1028">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1029">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1030">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1031">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1032">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1033">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1034">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1035">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX1036">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX1037">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>143.800003</Y>
										<Z>48</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX1038">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX1039">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1040">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>142.300003</Y>
										<Z>48</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX1041">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX1042">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1043">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1044">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1045">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX1046">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1047">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>140.300003</Y>
										<Z>48.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1048">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>140.300003</Y>
										<Z>47.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1049">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1050">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>142.300003</Y>
										<Z>46.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1051">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>142.300003</Y>
										<Z>49.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1052">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1053">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1054">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1055">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1056">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1057">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1058">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1059">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1060">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1061">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1062">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX1063">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX1064">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>170</X>
										<Y>169</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX1065">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX1066">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</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">4</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>170</X>
										<Y>167.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX1068">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX1069">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1070">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1071">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1072">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX1073">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1074">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>170.5</X>
										<Y>165.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1075">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>169.5</X>
										<Y>165.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1076">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1077">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>168.5</X>
										<Y>167.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1078">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>171.5</X>
										<Y>167.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1079">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1080">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1081">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1082">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1083">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1084">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1085">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1086">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1087">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1088">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1089">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX1090">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<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">4</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>137</X>
										<Y>169</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX1092">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX1093">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1094">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>137</X>
										<Y>167.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX1095">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX1096">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1097">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1098">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1099">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX1100">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1101">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>137.5</X>
										<Y>165.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1102">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>136.5</X>
										<Y>165.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1103">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1104">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>135.5</X>
										<Y>167.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1105">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>138.5</X>
										<Y>167.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1106">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1107">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1108">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1109">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1110">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1111">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1112">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1113">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1114">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1115">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1116">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX1117">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX1118">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>90</X>
										<Y>169</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX1119">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX1120">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1121">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>90</X>
										<Y>167.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX1122">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX1123">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1124">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1125">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1126">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX1127">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1128">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>90.5</X>
										<Y>165.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1129">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>89.5</X>
										<Y>165.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1130">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1131">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>88.5</X>
										<Y>167.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1132">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>91.5</X>
										<Y>167.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1133">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1134">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1135">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1136">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1137">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1138">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1139">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1140">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1141">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1142">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1143">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX1144">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX1145">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-61</X>
										<Y>161.5</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX1146">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX1147">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1148">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-61</X>
										<Y>160</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX1149">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX1150">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1151">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1152">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1153">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX1154">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1155">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-60.5</X>
										<Y>158</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1156">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-61.5</X>
										<Y>158</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1157">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1158">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-62.5</X>
										<Y>160</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1159">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-59.5</X>
										<Y>160</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1160">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1161">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1162">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1163">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1164">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1165">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1166">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1167">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1168">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1169">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1170">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX1171">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX1172">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-65</X>
										<Y>168.800003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX1173">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX1174">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1175">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-65</X>
										<Y>167.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX1176">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX1177">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1178">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1179">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1180">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX1181">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1182">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-64.5</X>
										<Y>165.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1183">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-65.5</X>
										<Y>165.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1184">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1185">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-66.5</X>
										<Y>167.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1186">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-63.5</X>
										<Y>167.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1187">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1188">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1189">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1190">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1191">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1192">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1193">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1194">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1195">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1196">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1197">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX1198">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX1199">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-50</X>
										<Y>167.400009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX1200">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX1201">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1202">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-50</X>
										<Y>165.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX1203">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX1204">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1205">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1206">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX1207">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX1208">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX1209">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-49.5</X>
										<Y>163.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1210">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-50.5</X>
										<Y>163.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1211">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1212">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-51.5</X>
										<Y>165.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX1213">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-48.5</X>
										<Y>165.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1214">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1215">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1216">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1217">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX1218">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX1219">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1220">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1221">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1222">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX1223">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1224">
					<Properties>
						<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">Boulders</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX1225">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>126</X>
								<Y>227.5</Y>
								<Z>37</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1226">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1227">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>-198</X>
								<Y>245.5</Y>
								<Z>83</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1228">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1229">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>18</X>
								<Y>245.5</Y>
								<Z>-38</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1230">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1231">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>-155</X>
								<Y>227.5</Y>
								<Z>60</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1232">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1233">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>147</X>
								<Y>229.900009</Y>
								<Z>19</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1234">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1235">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>126</X>
								<Y>191.5</Y>
								<Z>10</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1236">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1237">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>79</X>
								<Y>209.5</Y>
								<Z>7</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1238">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1239">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>-106</X>
								<Y>245.5</Y>
								<Z>120</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1240">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1241">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>18</X>
								<Y>227.5</Y>
								<Z>44</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX1242">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1243">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>-68</X>
								<Y>263.5</Y>
								<Z>123</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
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								<Content name="LinkedSource"><null></null></Content>
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								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
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							<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">Catapults</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1254">
						<Properties>
							<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">Catapult</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1255">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>81.4334793</X>
									<Y>68.2472076</Y>
									<Z>91.1067429</Z>
									<R00>0.437514544</R00>
									<R01>0.54166925</R01>
									<R02>-0.717764676</R02>
									<R10>2.56896019e-005</R10>
									<R11>0.798201084</R11>
									<R12>0.602394342</R12>
									<R20>0.899217308</R20>
									<R21>-0.263577938</R21>
									<R22>0.349209607</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Bullet</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">0</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>6</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1256">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>79.7407684</X>
									<Y>65.1128006</Y>
									<Z>91.9304657</Z>
									<R00>0.437514544</R00>
									<R01>0.54166925</R01>
									<R02>-0.717764676</R02>
									<R10>2.56896019e-005</R10>
									<R11>0.798201084</R11>
									<R12>0.602394342</R12>
									<R20>0.899217308</R20>
									<R21>-0.263577938</R21>
									<R22>0.349209607</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>7</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1257">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>86.4915619</X>
									<Y>56.4504356</Y>
									<Z>88.6453629</Z>
									<R00>0.437514544</R00>
									<R01>0.54166925</R01>
									<R02>-0.717764676</R02>
									<R10>2.56896019e-005</R10>
									<R11>0.798201084</R11>
									<R12>0.602394342</R12>
									<R20>0.899217308</R20>
									<R21>-0.263577938</R21>
									<R22>0.349209607</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>3.60000014</Y>
									<Z>24</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1258">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>88.6290054</X>
									<Y>47.5000114</Y>
									<Z>77.0400696</Z>
									<R00>-0.899202168</R00>
									<R01>3.65888809e-005</R01>
									<R02>-0.437533349</R02>
									<R10>2.28863973e-005</R10>
									<R11>1</R11>
									<R12>3.65900814e-005</R12>
									<R20>0.437533349</R20>
									<R21>2.288832e-005</R21>
									<R22>-0.899202168</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1259">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>94.5842361</X>
									<Y>49.2999954</Y>
									<Z>84.7072449</Z>
									<R00>0.437500149</R00>
									<R01>4.20576362e-005</R01>
									<R02>-0.899218321</R02>
									<R10>-9.68857239e-006</R10>
									<R11>1</R11>
									<R12>4.20575088e-005</R12>
									<R20>0.899218321</R20>
									<R21>-9.68802397e-006</R21>
									<R22>0.437500149</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>2.4000001</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Sparkles" referent="RBX1260">
								<Properties>
									<bool name="Enabled">true</bool>
									<string name="Name">Sparkles</string>
									<Color3 name="SparkleColor">4281545727</Color3>
								</Properties>
							</Item>
							<Item class="ClickDetector" referent="RBX1261">
								<Properties>
									<float name="MaxActivationDistance">10</float>
									<string name="Name">ClickDetector</string>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1262">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">deb = false

--while wait() do
script.Parent.ClickDetector.MouseClick:connect(function()
if deb == false then deb = true
t = script.Parent.Parent
a = t.Bullet:clone()
t.Bullet.Transparency = 1
a.CFrame = t.Bullet.CFrame
a.Name = &quot;ClonedBullet&quot;
a.Anchored = false
b = Instance.new(&quot;BodyPosition&quot;, a)
b.maxForce = Vector3.new(85000,85000,85000)
b.position = game.Workspace.Boss.Boss.Head.Position
a.Parent = t
wait(2.5)
a:remove()
game.Workspace.Boss.Boss.Zombie:TakeDamage(math.random(2942,7823))
wait(10)
t.Bullet.Transparency = 0
deb = false
end
--end
end)
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1263">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>103.126518</X>
									<Y>46.900013</Y>
									<Z>80.5503464</Z>
									<R00>0.437500149</R00>
									<R01>4.20576362e-005</R01>
									<R02>-0.899218321</R02>
									<R10>-9.68857239e-006</R10>
									<R11>1</R11>
									<R12>4.20575088e-005</R12>
									<R20>0.899218321</R20>
									<R21>-9.68802397e-006</R21>
									<R22>0.437500149</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1264">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>84.2435913</X>
									<Y>46.900013</Y>
									<Z>89.7392197</Z>
									<R00>0.437500149</R00>
									<R01>4.20576362e-005</R01>
									<R02>-0.899218321</R02>
									<R10>-9.68857239e-006</R10>
									<R11>1</R11>
									<R12>4.20575088e-005</R12>
									<R20>0.899218321</R20>
									<R21>-9.68802397e-006</R21>
									<R22>0.437500149</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</string>
								<float name="Reflectance">0</float>
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							<Item class="Sparkles" referent="RBX1273">
								<Properties>
									<bool name="Enabled">true</bool>
									<string name="Name">Sparkles</string>
									<Color3 name="SparkleColor">4281545727</Color3>
								</Properties>
							</Item>
							<Item class="ClickDetector" referent="RBX1274">
								<Properties>
									<float name="MaxActivationDistance">10</float>
									<string name="Name">ClickDetector</string>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1275">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">deb = false

--while wait() do
script.Parent.ClickDetector.MouseClick:connect(function()
if deb == false then deb = true
t = script.Parent.Parent
a = t.Bullet:clone()
t.Bullet.Transparency = 1
a.CFrame = t.Bullet.CFrame
a.Name = &quot;ClonedBullet&quot;
a.Anchored = false
b = Instance.new(&quot;BodyPosition&quot;, a)
b.maxForce = Vector3.new(85000,85000,85000)
b.position = game.Workspace.Boss.Boss.Head.Position
a.Parent = t
wait(2.5)
a:remove()
game.Workspace.Boss.Boss.Zombie:TakeDamage(math.random(2942,7823))
wait(10)
t.Bullet.Transparency = 0
deb = false
end
--end
end)
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1276">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>227.545944</X>
									<Y>140.5</Y>
									<Z>72.4540558</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1277">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>212.696701</X>
									<Y>140.5</Y>
									<Z>87.303299</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1278">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>219.767792</X>
									<Y>140.5</Y>
									<Z>80.2322311</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>17</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1279">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>226.131729</X>
									<Y>141.100006</Y>
									<Z>87.303299</Z>
									<R00>-0.707121372</R00>
									<R01>3.98727716e-005</R01>
									<R02>-0.707092166</R02>
									<R10>1.65159381e-005</R10>
									<R11>1</R11>
									<R12>3.98731572e-005</R12>
									<R20>0.707092166</R20>
									<R21>1.65168731e-005</R21>
									<R22>-0.707121372</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1280">
						<Properties>
							<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">Catapult</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1281">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>16.3747978</X>
									<Y>46.6456032</Y>
									<Z>13.0000534</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Bullet</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">0</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>6</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1282">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>14.4923019</X>
									<Y>43.5112038</Y>
									<Z>13.000061</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>7</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1283">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>22.0002403</X>
									<Y>34.8491859</Y>
									<Z>13.0000534</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>3.60000014</Y>
									<Z>24</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1284">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>29</X>
									<Y>25.8999996</Y>
									<Z>3.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1285">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>31</X>
									<Y>27.7000008</Y>
									<Z>13</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>2.4000001</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Sparkles" referent="RBX1286">
								<Properties>
									<bool name="Enabled">true</bool>
									<string name="Name">Sparkles</string>
									<Color3 name="SparkleColor">4281545727</Color3>
								</Properties>
							</Item>
							<Item class="ClickDetector" referent="RBX1287">
								<Properties>
									<float name="MaxActivationDistance">10</float>
									<string name="Name">ClickDetector</string>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1288">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">deb = false

--while wait() do
script.Parent.ClickDetector.MouseClick:connect(function()
if deb == false then deb = true
t = script.Parent.Parent
a = t.Bullet:clone()
t.Bullet.Transparency = 1
a.CFrame = t.Bullet.CFrame
a.Name = &quot;ClonedBullet&quot;
a.Anchored = false
b = Instance.new(&quot;BodyPosition&quot;, a)
b.maxForce = Vector3.new(85000,85000,85000)
b.position = game.Workspace.Boss.Boss.Head.Position
a.Parent = t
wait(2.5)
a:remove()
game.Workspace.Boss.Boss.Zombie:TakeDamage(math.random(2942,7823))
wait(10)
t.Bullet.Transparency = 0
deb = false
end
--end
end)
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1289">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>40.5</X>
									<Y>25.3000011</Y>
									<Z>13</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1290">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>19.5003014</X>
									<Y>25.3007412</Y>
									<Z>13</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
									<R20>0.99999994</R20>
									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1291">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>29.5</X>
									<Y>25.3000011</Y>
									<Z>13</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>17</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1292">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>29</X>
									<Y>25.8999996</Y>
									<Z>22.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1293">
						<Properties>
							<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">Catapult</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1294">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-66.8272095</X>
									<Y>152.44809</Y>
									<Z>85.9993286</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Bullet</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">0</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>6</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1295">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-68.7097778</X>
									<Y>149.313675</Y>
									<Z>85.9992828</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>7</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1296">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-61.1986542</X>
									<Y>140.649429</Y>
									<Z>85.9993286</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>3.60000014</Y>
									<Z>24</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1297">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-54.1999207</X>
									<Y>131.702576</Y>
									<Z>76.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1298">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-52.2021027</X>
									<Y>133.502762</Y>
									<Z>86</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
									<R20>0.99999994</R20>
									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>2.4000001</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Sparkles" referent="RBX1299">
								<Properties>
									<bool name="Enabled">true</bool>
									<string name="Name">Sparkles</string>
									<Color3 name="SparkleColor">4281545727</Color3>
								</Properties>
							</Item>
							<Item class="ClickDetector" referent="RBX1300">
								<Properties>
									<float name="MaxActivationDistance">10</float>
									<string name="Name">ClickDetector</string>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1301">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">deb = false

--while wait() do
script.Parent.ClickDetector.MouseClick:connect(function()
if deb == false then deb = true
t = script.Parent.Parent
a = t.Bullet:clone()
t.Bullet.Transparency = 1
a.CFrame = t.Bullet.CFrame
a.Name = &quot;ClonedBullet&quot;
a.Anchored = false
b = Instance.new(&quot;BodyPosition&quot;, a)
b.maxForce = Vector3.new(85000,85000,85000)
b.position = game.Workspace.Boss.Boss.Head.Position
a.Parent = t
wait(2.5)
a:remove()
game.Workspace.Boss.Boss.Zombie:TakeDamage(math.random(2942,7823))
wait(10)
t.Bullet.Transparency = 0
deb = false
end
--end
end)
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1302">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-42.6999207</X>
									<Y>131.10257</Y>
									<Z>86</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1303">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-63.6999207</X>
									<Y>131.10257</Y>
									<Z>86</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1304">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-53.6999207</X>
									<Y>131.10257</Y>
									<Z>86</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>17</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1305">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
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						<Item class="Script" referent="RBX1327">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1328">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1329">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 1800

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
script.Parent.Kill.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if p.Awards:findFirstChild(&quot;Final Boss: ZAWS&quot;) then
&#9;p.Awards[&quot;Final Boss: ZAWS&quot;].Value = true
end
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 30
saythis(30,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 90
saythis(90,0)
end
end
end
   game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1330">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1331">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX1332">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1333">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1334">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1335">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

--local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
--local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

--larm.Touched:connect(Hit)
--rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then--[[
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true--]]
&#9;else
--&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1336">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX1337">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Summon&quot;,&quot;Boulders&quot;,&quot;Ray&quot;}
---BOSSSESSS :D:DD::D:D:::D:D

function textAll(mess,duration)
m = game.Lighting.EnemyGui
for _,things in pairs(game.Players:GetPlayers()) do
&#9;if things.PlayerGui then
&#9;&#9;a = m:clone()
&#9;&#9;a.Parent = things.PlayerGui
&#9;&#9;a.TextLabel.Text = mess
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(a,duration)
&#9;end
end
end

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

time = 20

wait(10)
---The first final boss
while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Summon&quot; then
textAll(&quot;SUMMONING REINFORCEMENTS...&quot;,3)
game.Lighting.Spirits:clone().Parent = game.Workspace
elseif attack == &quot;Boulders&quot; then
textAll(&quot;DROPPING BOULDERS...&quot;,3)
game.Lighting.Boulders:clone().Parent = game.Workspace.Map
wait(7)
game.Lighting.Boulders:clone().Parent = game.Workspace.Map
elseif attack == &quot;Ray&quot; then
if script.Parent.Zombie.Health &lt;= script.Parent.Zombie.MaxHealth / 2 then
textAll(&quot;ZAWS is trying to summon the RAY OF FIRE...&quot;,3) wait(3)
textAll(&quot;WARNING! ZAWS HAS SUMMONED RAY OF FIRE!&quot;,3)
wait(3)
textAll(&quot;EVACUATE ALL CATAPULTS!&quot;,3) wait(3)
game.Lighting.Ray:clone().Parent = game.Workspace.Map
else
textAll(&quot;ZAWS is trying to summon the RAY OF FIRE...&quot;,3) wait(3)
textAll(&quot;Summoning process failed!&quot;,3)
wait(3)
end
end

end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1338">
					<Properties>
						<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">Ray</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX1339">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>352.092957</X>
								<Y>463.454071</Y>
								<Z>20.0280075</Z>
								<R00>-0.603364766</R00>
								<R01>-0.797465324</R01>
								<R02>4.09116146e-005</R02>
								<R10>0.797465324</R10>
								<R11>-0.603364766</R11>
								<R12>1.37341613e-005</R12>
								<R20>1.37321094e-005</R20>
								<R21>4.09123022e-005</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">BeamRay</string>
							<float name="Reflectance">0.100000001</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.100000001</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>296</X>
								<Y>1.20000005</Y>
								<Z>339</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX1340">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1341">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>512.957886</X>
								<Y>583.198853</Y>
								<Z>16.528162</Z>
								<R00>-0.603364766</R00>
								<R01>-0.797465324</R01>
								<R02>4.09116146e-005</R02>
								<R10>0.797465324</R10>
								<R11>-0.603364766</R11>
								<R12>1.37341613e-005</R12>
								<R20>1.37321094e-005</R20>
								<R21>4.09123022e-005</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Ray</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>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>220</X>
								<Y>399.600006</Y>
								<Z>220</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX1342">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX1343">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">script.Parent.Ray.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(25,55))
end end)

for i = 1,570 do wait() print(i)
things = script.Parent.Ray
things.CFrame = things.CFrame + Vector3.new(-1.6, -1.6, 0)
end

script.Parent:remove()
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="BodyAngularVelocity" referent="RBX1344">
					<Properties>
						<string name="Name">BAV</string>
						<float name="P">700000</float>
						<Vector3 name="angularvelocity">
							<X>0</X>
							<Y>450</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="maxTorque">
							<X>0</X>
							<Y>700000</Y>
							<Z>0</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1345">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Poison</string>
						<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Zombie&quot;)
---Ninjas poison skill thingy


for i = 1,10 do wait(1)
if script.Parent.Parent:findFirstChild(&quot;Zombie&quot;) then
script.Parent.Parent.Zombie:TakeDamage(17)
if not script.Parent.Parent:findFirstChild(&quot;Boom&quot;) then
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, script.Parent.Parent)
&#9;&#9;&#9;&#9;brick.Name = &quot;Boom&quot; ---Boom :D ye
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright green&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
end
end
end



script:remove()
</ProtectedString>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX1346">
					<Properties>
						<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">MWings</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1347">
						<Properties>
							<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">Wings</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1348">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1001</int>
								<CoordinateFrame name="CFrame">
									<X>10.4956474</X>
									<Y>30.0214119</Y>
									<Z>-17.6595135</Z>
									<R00>0.54182291</R00>
									<R01>-0.412854433</R01>
									<R02>0.73210597</R02>
									<R10>-0.0158408731</R10>
									<R11>0.865873039</R11>
									<R12>0.500012934</R12>
									<R20>-0.840343475</R20>
									<R21>-0.282515615</R21>
									<R22>0.462609857</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">S1</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1349">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1001</int>
								<CoordinateFrame name="CFrame">
									<X>10.4956474</X>
									<Y>29.5988941</Y>
									<Z>-22.1434994</Z>
									<R00>-0.469669759</R00>
									<R01>-0.455709755</R01>
									<R02>0.756134212</R02>
									<R10>-0.0809531659</R10>
									<R11>0.875099361</R11>
									<R12>0.477124393</R12>
									<R20>-0.879122794</R20>
									<R21>0.162879437</R21>
									<R22>-0.447898835</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">A1</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1350">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1001</int>
								<CoordinateFrame name="CFrame">
									<X>13.5535402</X>
									<Y>30.7322788</Y>
									<Z>-15.7014656</Z>
									<R00>0.541793942</R00>
									<R01>0.412907451</R01>
									<R02>-0.732097507</R02>
									<R10>-0.0157815702</R10>
									<R11>-0.865863383</R11>
									<R12>-0.500031531</R12>
									<R20>-0.840363204</R20>
									<R21>0.282467663</R21>
									<R22>-0.462603211</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">S2</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1351">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1352">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1001</int>
								<CoordinateFrame name="CFrame">
									<X>13.6889954</X>
									<Y>30.2185745</Y>
									<Z>-23.906599</Z>
									<R00>-0.469675004</R00>
									<R01>0.455696344</R01>
									<R02>-0.75613898</R02>
									<R10>-0.0809995532</R10>
									<R11>-0.875115752</R11>
									<R12>-0.477086395</R12>
									<R20>-0.879115701</R20>
									<R21>-0.162828654</R21>
									<R22>0.44793123</R22>
								</CoordinateFrame>
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								<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>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>27</X>
								<Y>26.3999996</Y>
								<Z>34</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1393">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>273</X>
								<Y>113.5</Y>
								<Z>140.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>27</X>
								<Y>126</Y>
								<Z>34</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1394">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>274</X>
								<Y>99.3000031</Y>
								<Z>167.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>27</X>
								<Y>152.400009</Y>
								<Z>36</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1395">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>-303.141479</X>
								<Y>69.3593903</Y>
								<Z>48.0000153</Z>
								<R00>1</R00>
								<R01>3.05180438e-005</R01>
								<R02>-3.05171125e-005</R02>
								<R10>-3.05171125e-005</R10>
								<R11>1</R11>
								<R12>3.05180438e-005</R12>
								<R20>3.05180438e-005</R20>
								<R21>-3.05171125e-005</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>95</X>
								<Y>115.200005</Y>
								<Z>424</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="NumberValue" referent="RBX1396">
					<Properties>
						<string name="Name">SkeletonMorph</string>
						<double name="Value">0</double>
					</Properties>
					<Item class="CharacterMesh" referent="RBX1397">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">2</token>
							<int name="MeshId">36780032</int>
							<string name="Name">Skeleton Left Arm</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX1398">
						<Properties>
							<int name="BaseTextureId">36780292</int>
							<token name="BodyPart">4</token>
							<int name="MeshId">36780079</int>
							<string name="Name">Skeleton Left Leg</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX1399">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">3</token>
							<int name="MeshId">36780156</int>
							<string name="Name">Skeleton Right Arm</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX1400">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">5</token>
							<int name="MeshId">36780195</int>
							<string name="Name">Skeleton Right Leg</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX1401">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">1</token>
							<int name="MeshId">36780113</int>
							<string name="Name">Skeleton Torso</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
				</Item>
				<Item class="NumberValue" referent="RBX1402">
					<Properties>
						<string name="Name">MummyMorph</string>
						<double name="Value">0</double>
					</Properties>
					<Item class="CharacterMesh" referent="RBX1403">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">2</token>
							<int name="MeshId">37151931</int>
							<string name="Name">Mummy Left Arm</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX1404">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">4</token>
							<int name="MeshId">37151965</int>
							<string name="Name">Mummy Left Leg</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX1405">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">3</token>
							<int name="MeshId">37151998</int>
							<string name="Name">Mummy Right Arm</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX1406">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">5</token>
							<int name="MeshId">37152033</int>
							<string name="Name">Mummy Right Leg</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX1407">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">1</token>
							<int name="MeshId">37152069</int>
							<string name="Name">Mummy torso</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX1408">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Branch</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX1409">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-244</X>
								<Y>5.80000019</Y>
								<Z>82.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1410">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>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>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX1411">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX1412">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">SteelSword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX1413">
						<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>6</X>
								<Y>24.5</Y>
								<Z>1.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1414">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=10467539</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=21601001</url></Content>
								<Vector3 name="VertexColor">
									<X>2</X>
									<Y>5</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX1415">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX1416">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX1417">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 4
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1418">
					<Properties>
						<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">WarriorDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1419">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1420">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>93.5</X>
									<Y>27.1000004</Y>
									<Z>10</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1421">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>92.8000031</X>
									<Y>31.4379082</Y>
									<Z>15.1245823</Z>
									<R00>6.69412475e-005</R00>
									<R01>-1</R01>
									<R02>-8.11341888e-005</R02>
									<R10>0.862817526</R10>
									<R11>9.87726817e-005</R11>
									<R12>-0.505515397</R12>
									<R20>0.505515397</R20>
									<R21>-3.61641687e-005</R21>
									<R22>0.862817585</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1422">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>92.8000031</X>
									<Y>30.3885403</Y>
									<Z>12.2664614</Z>
									<R00>-4.64923596e-006</R00>
									<R01>-0.99999994</R01>
									<R02>-5.12646475e-005</R02>
									<R10>0.547578275</R10>
									<R11>4.03500962e-005</R11>
									<R12>-0.836754441</R12>
									<R20>0.836754441</R20>
									<R21>-3.19616738e-005</R21>
									<R22>0.547578275</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1423">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>92.8000031</X>
									<Y>30.156086</Y>
									<Z>14.4780588</Z>
									<R00>6.85471241e-006</R00>
									<R01>-0.99999994</R01>
									<R02>-5.9362319e-005</R02>
									<R10>0.60537535</R10>
									<R11>5.13985251e-005</R11>
									<R12>-0.795940101</R12>
									<R20>0.795940101</R20>
									<R21>-3.04805417e-005</R21>
									<R22>0.60537535</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>3</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1424">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>92.8000031</X>
									<Y>29.0623055</Y>
									<Z>13.7218952</Z>
									<R00>-3.57634781e-006</R00>
									<R01>-1</R01>
									<R02>-5.39453104e-005</R02>
									<R10>0.434905469</R10>
									<R11>4.70210871e-005</R11>
									<R12>-0.900476098</R12>
									<R20>0.900476098</R20>
									<R21>-2.66815277e-005</R21>
									<R22>0.434905469</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
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								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>3</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1481">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1482">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>93.5</X>
									<Y>27.1000004</Y>
									<Z>11.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1483">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1484">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>93.5</X>
									<Y>25.1000004</Y>
									<Z>10.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1485">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1486">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>93.5</X>
									<Y>25.1000004</Y>
									<Z>9.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX1487">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Branch2</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX1488">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1489">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-244</X>
								<Y>5.80000019</Y>
								<Z>82.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1490">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=63216276</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.39999998</X>
									<Y>1.39999998</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=63216284</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1491">
					<Properties>
						<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">Mummy1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1492">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1493">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-160</X>
									<Y>4.9000001</Y>
									<Z>182.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1494">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX1495">
								<Properties>
									<bool name="Looped">false</bool>
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								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for _,things in pairs(game.Lighting.RobloxMorph:GetChildren()) do
things:clone().Parent = script.Parent end
wait(1)
for _,things in pairs(game.Lighting.MummyMorph:GetChildren()) do
things:clone().Parent = script.Parent end

script.Parent:MakeJoints()

script.Parent.Head.Anchored = false
script.Parent[&quot;Left Arm&quot;].Anchored = false
script.Parent[&quot;Left Leg&quot;].Anchored = false
script.Parent.Torso.Anchored = false
script.Parent[&quot;Right Leg&quot;].Anchored = false
script.Parent[&quot;Right Arm&quot;].Anchored = false

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1509">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1510">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1511">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch2&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1512">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX1513">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">60</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1514">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1515">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">32</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1516">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1517">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1518">
					<Properties>
						<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">Mummy2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1519">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1520">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>92.5</X>
									<Y>4.9000001</Y>
									<Z>-82</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
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								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1535">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for _,things in pairs(game.Lighting.RobloxMorph:GetChildren()) do
things:clone().Parent = script.Parent end
wait(1)
for _,things in pairs(game.Lighting.MummyMorph:GetChildren()) do
things:clone().Parent = script.Parent end

script.Parent:MakeJoints()

script.Parent.Head.Anchored = false
script.Parent[&quot;Left Arm&quot;].Anchored = false
script.Parent[&quot;Left Leg&quot;].Anchored = false
script.Parent.Torso.Anchored = false
script.Parent[&quot;Right Leg&quot;].Anchored = false
script.Parent[&quot;Right Arm&quot;].Anchored = false

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1536">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1537">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1538">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch2&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S3.Position, game.Workspace.Map.S3)
until
(script.Parent.Torso.Position - game.Workspace.Map.S3.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1539">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX1540">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">60</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1541">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1542">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">32</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1543">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1544">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1545">
					<Properties>
						<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">Mummy3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1546">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1547">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
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								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1561">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>79.5</X>
									<Y>3.4000001</Y>
									<Z>194.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1562">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for _,things in pairs(game.Lighting.RobloxMorph:GetChildren()) do
things:clone().Parent = script.Parent end
wait(1)
for _,things in pairs(game.Lighting.MummyMorph:GetChildren()) do
things:clone().Parent = script.Parent end

if script.Parent:findFirstChild(&quot;Mummy Left Arm&quot;) then
script.Parent[&quot;Mummy Left Arm&quot;]:remove() end
if script.Parent:findFirstChild(&quot;Mummy Right Leg&quot;) then
script.Parent[&quot;Mummy Right Leg&quot;]:remove() end

game.Lighting.SkeletonMorph[&quot;Skeleton Left Arm&quot;]:clone().Parent = script.Parent
game.Lighting.SkeletonMorph[&quot;Skeleton Right Leg&quot;]:clone().Parent = script.Parent

script.Parent:MakeJoints()

script.Parent.Head.Anchored = false
script.Parent[&quot;Left Arm&quot;].Anchored = false
script.Parent[&quot;Left Leg&quot;].Anchored = false
script.Parent.Torso.Anchored = false
script.Parent[&quot;Right Leg&quot;].Anchored = false
script.Parent[&quot;Right Arm&quot;].Anchored = false

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1563">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1564">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1565">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch2&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S4.Position, game.Workspace.Map.S4)
until
(script.Parent.Torso.Position - game.Workspace.Map.S4.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S5.Position, game.Workspace.Map.S5)
until
(script.Parent.Torso.Position - game.Workspace.Map.S5.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1566">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX1567">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">350</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1568">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1569">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">32</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1570">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1571">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
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									<X>22.5</X>
									<Y>3.4000001</Y>
									<Z>196.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1588">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>22.5</X>
									<Y>3.4000001</Y>
									<Z>199.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1589">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for _,things in pairs(game.Lighting.RobloxMorph:GetChildren()) do
things:clone().Parent = script.Parent end
wait(1)
for _,things in pairs(game.Lighting.SkeletonMorph:GetChildren()) do
things:clone().Parent = script.Parent end

script.Parent:MakeJoints()

script.Parent.Head.Anchored = false
script.Parent[&quot;Left Arm&quot;].Anchored = false
script.Parent[&quot;Left Leg&quot;].Anchored = false
script.Parent.Torso.Anchored = false
script.Parent[&quot;Right Leg&quot;].Anchored = false
script.Parent[&quot;Right Arm&quot;].Anchored = false

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1590">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1591">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1592">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch2&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S6.Position, game.Workspace.Map.S6)
until
(script.Parent.Torso.Position - game.Workspace.Map.S6.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1593">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX1594">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1220</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1595">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1596">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">32</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1597">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1598">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1599">
					<Properties>
						<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">Mummy5</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1600">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1601">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>18.3999996</Y>
									<Z>196</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1602">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX1603">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">face</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><null></null></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1604">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>12.4000006</Y>
									<Z>196</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX1605">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1606">
								<Properties>
									<CoordinateFrame name="C0">
										<X>6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1607">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1608">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX1609">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1610">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-52</X>
									<Y>4.4000001</Y>
									<Z>196</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1611">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-48</X>
									<Y>4.4000001</Y>
									<Z>196</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX1612">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1613">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-44</X>
									<Y>12.4000006</Y>
									<Z>196</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1614">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-56</X>
									<Y>12.4000006</Y>
									<Z>196</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1615">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

script.Parent:MakeJoints()

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1616">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1617">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">4750</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1618">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1619">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1620">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1621">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX1622">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1623">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1624">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S6.Position, game.Workspace.Map.S6)
until
(script.Parent.Torso.Position - game.Workspace.Map.S6.Position).magnitude &lt; 15.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1625">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX1626">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>-0.0799999982</X>
							<Y>-0.0599999987</Y>
							<Z>0.300000012</Z>
							<R00>1</R00>
							<R01>3.05022113e-005</R01>
							<R02>-3.05310823e-005</R02>
							<R10>-3.05310823e-005</R10>
							<R11>0.999999523</R11>
							<R12>-0.000946015585</R12>
							<R20>3.05022113e-005</R20>
							<R21>0.000946016517</R21>
							<R22>0.999999523</R22>
						</CoordinateFrame>
						<string name="Name">Shotgun</string>
						<Content name="TextureId"><url>rbxasset://Textures/PaintballIcon.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX1627">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-11.5</X>
								<Y>24.6000004</Y>
								<Z>-0.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>-0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX1628">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Fire</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds//paintball.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX1629">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=3835506</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.89999998</X>
									<Y>1.5</Y>
									<Z>1.10000002</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX1630">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BrickCleanup</string>
							<ProtectedString name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(0.01)
script.Parent.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1631">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Paintball</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value

function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 3 then
&#9;&#9;&#9;if script.Parent.DeKill.Value == true then
&#9;&#9;&#9;&#9;humanoid.Health = 0
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(0.3)
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX1632">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PaintballShooter</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent

colors = {0.1}

function fire(v)

&#9;Tool.Handle.Fire:play()
&#9;

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local miss = Instance.new(&quot;Part&quot;)

        

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;

for i = 1,8 do
missile = miss:clone()
&#9;spawnPos  = spawnPos + (v * math.random(1,3))

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(0.5,0.5,0.5)
&#9;missile.Velocity = v * 400
&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
&#9;missile.Shape = 1
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Bullet&quot;
&#9;missile.Elasticity = 0
&#9;missile.Reflectance = 0
&#9;missile.Friction = .9

&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,90,0)
&#9;force.Parent = missile
&#9;
&#9;Tool.BrickCleanup:clone().Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;insta = Instance.new(&quot;BoolValue&quot;,missile)
&#9;insta.Name = &quot;DeKill&quot;
&#9;insta.Value = false

&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.DeKill.Value == true then
&#9;insta.Value = true
&#9;end

&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile

&#9;local new_script = script.Parent.Paintball:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

&#9;missile.Parent = game.Workspace
end

end


function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 0.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

--&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
--&#9;staffUp()

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.medc.Value &lt; 1 then
&#9;&#9;stats.medc.Value = 300
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + stats.med.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.walc.Value &lt; 1 and stats.Waller.Value == true then
&#9;&#9;stats.walc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerSkill:clone()
&#9;amnt = 15
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.dcfc.Value &lt; 1 and stats.DefendorCryForm.Value == true then
&#9;&#9;stats.dcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.DefendorDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.revoc.Value &lt; 1 and stats.Revolver.Value == true then
&#9;&#9;stats.revoc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBullet:clone()
&#9;amnt = 5
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
--&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX1633">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX1634">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX1635">
						<Properties>
							<string name="Name">Angles</string>
							<double name="Value">-80</double>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1636">
					<Properties>
						<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">Boss5</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1637">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1638">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>51.5</X>
									<Y>4.9000001</Y>
									<Z>51</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1639">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX1640">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX1641">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1642">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>51.5</X>
									<Y>2.9000001</Y>
									<Z>51</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX1643">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX1644">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1645">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1646">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1647">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX1648">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1649">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1650">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1651">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1652">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

while true do
scanForHumans()
&#9;wait()
--m = math.random(1,3)
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1653">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX1654">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">155000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1655">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1656">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1657">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 30
saythis(30,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 90
saythis(90,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1658">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1659">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>52.5</X>
									<Y>9.40000057</Y>
									<Z>39.5149803</Z>
									<R00>0.470213503</R00>
									<R01>0.840475023</R01>
									<R02>-0.269260108</R02>
									<R10>1.36491926e-005</R10>
									<R11>0.30508545</R11>
									<R12>0.952324986</R12>
									<R20>0.882552683</R20>
									<R21>-0.447799772</R21>
									<R22>0.143443838</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX1660">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX1661">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1662">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>52.5</X>
									<Y>3.4000001</Y>
									<Z>51</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX1663">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX1664">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1665">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1666">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>52.5</X>
									<Y>24.9446163</Y>
									<Z>51</Z>
									<R00>-2.40805548e-005</R00>
									<R01>0.930922508</R01>
									<R02>-0.365216702</R02>
									<R10>2.4318977e-005</R10>
									<R11>0.365216702</R11>
									<R12>0.930922508</R12>
									<R20>1</R20>
									<R21>1.35354348e-005</R21>
									<R22>-3.14337085e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX1667">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX1668">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1669">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>52.5</X>
									<Y>9.40000057</Y>
									<Z>61.5928116</Z>
									<R00>-0.642615557</R00>
									<R01>0.754861951</R01>
									<R02>-0.13125813</R02>
									<R10>3.28111782e-005</R10>
									<R11>0.171340168</R11>
									<R12>0.985211909</R12>
									<R20>0.766188741</R20>
									<R21>0.633108258</R21>
									<R22>-0.110130623</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX1670">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX1671">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX1672">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX1673">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX1674">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1675">
					<Properties>
						<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">Ray2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX1676">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-4.95729065</X>
								<Y>260.764954</Y>
								<Z>60.5001221</Z>
								<R00>1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
								<R11>-1</R11>
								<R12>-3.05171125e-005</R12>
								<R20>3.05171125e-005</R20>
								<R21>3.05180438e-005</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">BeamRay</string>
							<float name="Reflectance">0.100000001</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.100000001</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>175</X>
								<Y>1.20000005</Y>
								<Z>175</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX1677">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX1678">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">script.Parent.Ray.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(12,25))
end end)

for i = 1,470 do wait() print(i)
for _,things in pairs(script.Parent:GetChildren()) do
if things.Name == &quot;Ray&quot; then
things.CFrame = things.CFrame + Vector3.new(0, -1.6, 0)
end end end

script.Parent:remove()
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1679">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-3.4572916</X>
								<Y>281.164917</Y>
								<Z>113.000114</Z>
								<R00>5.34659193e-005</R00>
								<R01>4.31590452e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>-1</R11>
								<R12>-4.31590452e-005</R12>
								<R20>-0.99999994</R20>
								<R21>1.37802481e-009</R21>
								<R22>-5.3465923e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Ray</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>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>22</X>
								<Y>39.6000023</Y>
								<Z>22</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX1680">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1681">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-39.4572906</X>
								<Y>320.764984</Y>
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									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX1709">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1710">
							<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">226</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>71</Y>
									<Z>61</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1711">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>71</Y>
									<Z>49</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1712">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

print(&quot;Made humanoid!&quot;)

script.Parent:MakeJoints()

print(&quot;Make joints!&quot;)

model = script.Parent.Parent
model.Name = &quot;Boss&quot;

print(&quot;Renamed to Boss!&quot;)

humanoidd.MaxHealth = script.Parent.Health.Value
humanoidd.Health = humanoidd.MaxHealth

print(&quot;Health turned!&quot;)

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end

--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1713">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1714">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">42600</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1715">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1716">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">37</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1717">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">15</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX1718">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1719">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1720">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
--[[
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S6.Position, game.Workspace.Map.S6)
until
(script.Parent.Torso.Position - game.Workspace.Map.S6.Position).magnitude &lt; 15.7
--]]
while true do
&#9;wait()
--&#9;script.Parent.Torso.BodyPosition.position = script.Parent.Torso.Position
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1721">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX1722">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 1800

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
script.Parent.Kill.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
   game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1723">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;OnGuard&quot;,&quot;Boulder&quot;,&quot;Ray&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 3

wait(5)

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;OnGuard&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.Shape = &quot;Ball&quot;
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -4.4, -20)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -4.4, -20)
&#9;&#9;Wave.Size = Wave.Size + Vector3.new(3.5,3.5,3.5)
&#9;&#9;Wave.Transparency = Wave.Transparency + 0.1
&#9;&#9;end
&#9;&#9;Wave:remove()
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,5 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
--[[
elseif attack == &quot;Ray&quot; then
if script.Parent.Zombie.Health &lt;= script.Parent.Zombie.MaxHealth / 2 then
m.Parent = game.Workspace
m.Text = &quot;ZAWS is trying to summon the RAY OF FIRE...&quot; wait(3)
m.Text = &quot;WARNING! ZAWS HAS SUMMONED RAY OF FIRE!&quot;
wait(3)
m.Text = &quot;EVACUATE ALL CATAPULTS!&quot; wait(3) m.Parent = nil
game.Lighting.Ray:clone().Parent = game.Workspace.Map
else
m.Parent = game.Workspace
m.Text = &quot;ZAWS is trying to summon the RAY OF FIRE...&quot; wait(3)
m.Text = &quot;Summoning process failed!&quot;
wait(3)
m.Parent = nil
end-]]
end

end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1724">
					<Properties>
						<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">SandStormDesert</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX1725">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">226</int>
							<CoordinateFrame name="CFrame">
								<X>0</X>
								<Y>0.200000003</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Base</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>512</X>
								<Y>0.400000006</Y>
								<Z>512</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1726">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1029</int>
							<CoordinateFrame name="CFrame">
								<X>25.796463</X>
								<Y>58</Y>
								<Z>150.796432</Z>
								<R00>0.707119286</R00>
								<R01>1.65160982e-005</R01>
								<R02>0.707094252</R02>
								<R10>-3.98728844e-005</R10>
								<R11>1</R11>
								<R12>1.65165966e-005</R12>
								<R20>-0.707094193</R20>
								<R21>-3.98730917e-005</R21>
								<R22>0.707119346</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>45</X>
								<Y>115.200005</Y>
								<Z>111</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1727">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1029</int>
							<CoordinateFrame name="CFrame">
								<X>-43.5</X>
								<Y>57.9999313</Y>
								<Z>-66.5</Z>
								<R00>0.707119286</R00>
								<R01>1.65160982e-005</R01>
								<R02>0.707094252</R02>
								<R10>-3.98728844e-005</R10>
								<R11>1</R11>
								<R12>1.65165966e-005</R12>
								<R20>-0.707094193</R20>
								<R21>-3.98730917e-005</R21>
								<R22>0.707119346</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
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							<token name="FrontSurfaceInput">0</token>
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							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">256</token>
							<string name="Name">S1</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1736">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-35.5</X>
								<Y>1</Y>
								<Z>18.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S2</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1737">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>25.5</X>
								<Y>1</Y>
								<Z>35.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S3</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1738">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>92.5</X>
								<Y>1</Y>
								<Z>162.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S4</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1739">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>39.5</X>
								<Y>1</Y>
								<Z>86.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S5</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1740">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-57.5</X>
								<Y>1</Y>
								<Z>120.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S6</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1741">
					<Properties>
						<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">Statue1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1742">
						<Properties>
							<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">Statue</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="IntValue" referent="RBX1743">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1744">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">wait(1)

humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Target&quot;
humanoidd.MaxHealth = script.Parent.Health.Value
humanoidd.Health = humanoidd.MaxHealth

model = script.Parent
model.Parent.Name = &quot;Statue&quot;
model:MakeJoints()
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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;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;Target&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1745">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Target&quot;)

wait(1)

enemy.Target.MaxHealth = enemy.Health.Value
enemy.Target.Health = enemy.Target.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Statue&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1746">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1747">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">50000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1748">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1749">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1750">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Target&quot;)

script.Parent.Target.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
--script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Target.Health = 0
end
end)
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1751">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">568</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1752">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>41.3788147</X>
									<Y>12.3954678</Y>
									<Z>8.16491699</Z>
									<R00>-0.395528257</R00>
									<R01>0.918453813</R01>
									<R02>8.71481916e-006</R02>
									<R10>-0.918453813</R10>
									<R11>-0.395528257</R11>
									<R12>4.226889e-005</R12>
									<R20>4.22689809e-005</R20>
									<R21>8.7143826e-006</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1753">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>43</X>
									<Y>1.89999998</Y>
									<Z>8</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Part</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>1</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX1754">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX1755">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1756">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>44.9822998</X>
									<Y>14.2034893</Y>
									<Z>8.16491699</Z>
									<R00>0.134115919</R00>
									<R01>0.990965664</R01>
									<R02>-2.90115122e-006</R02>
									<R10>-0.990965664</R10>
									<R11>0.134115919</R11>
									<R12>4.30610889e-005</R12>
									<R20>4.30611544e-005</R20>
									<R21>-2.90023604e-006</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1757">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>42.9533691</X>
									<Y>16.9849682</Y>
									<Z>10.109436</Z>
									<R00>-0.271944612</R00>
									<R01>0.918442786</R01>
									<R02>-0.287243813</R02>
									<R10>-0.631429493</R10>
									<R11>-0.395553887</R11>
									<R12>-0.66695869</R12>
									<R20>-0.726183832</R20>
									<R21>-1.59447836e-006</R21>
									<R22>0.687500596</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX1758">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">1</float>
									<float name="size_xml">15</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1759">
							<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">1011</int>
								<CoordinateFrame name="CFrame">
									<X>43</X>
									<Y>6.9000001</Y>
									<Z>8</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
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									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1788">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-318.5</X>
									<Y>56.6000023</Y>
									<Z>-63.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1789">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-318.5</X>
									<Y>56.6000023</Y>
									<Z>-62.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX1790">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1791">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-318.5</X>
									<Y>58.6000023</Y>
									<Z>-61.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1792">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-318.5</X>
									<Y>58.6000023</Y>
									<Z>-64.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1793">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 24

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1794">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1795">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1796">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1797">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1798">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1799">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1800">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1801">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1802">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1803">
					<Properties>
						<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">MagicianDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1804">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1805">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>77.5</X>
									<Y>3.4000001</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>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1806">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>77.5</X>
									<Y>5</Y>
									<Z>0</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1807">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=15392960</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=53386441</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1808">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>76.5</X>
									<Y>1.39999998</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>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1809">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=63717022</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.5</X>
										<Y>-3.4000001</Y>
										<Z>1.70000005</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=4855443</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1810">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>77.5</X>
									<Y>5.56940508</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>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
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							</Item>
							<Item class="Motor" referent="RBX1835">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1836">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1837">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-330.5</X>
									<Y>56.6000023</Y>
									<Z>-6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1838">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-330.5</X>
									<Y>56.6000023</Y>
									<Z>-5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX1839">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1840">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-330.5</X>
									<Y>58.6000023</Y>
									<Z>-4.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1841">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-330.5</X>
									<Y>58.6000023</Y>
									<Z>-7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1842">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 24

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




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-----------------------------------------------------------------------------------------------------------------------
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Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1843">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1844">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1845">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1846">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1847">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1848">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1849">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1850">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1851">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1852">
					<Properties>
						<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">Enemy1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1853">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1854">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">106</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>73.5999985</Y>
									<Z>33</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1855">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX1856">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">face</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><null></null></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1857">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>67.5999985</Y>
									<Z>33</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX1858">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1859">
								<Properties>
									<CoordinateFrame name="C0">
										<X>6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1860">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1861">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX1862">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1863">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>59.6000023</Y>
									<Z>31</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1864">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">106</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>59.6000023</Y>
									<Z>35</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX1865">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1866">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>67.5999985</Y>
									<Z>39</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1867">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>67.5999985</Y>
									<Z>27</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1868">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

script.Parent:MakeJoints()

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1869">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1870">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">4750</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1871">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1872">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1873">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1874">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX1875">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1876">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1877">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1878">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1879">
					<Properties>
						<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">Enemy2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1880">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1881">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">106</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>73.5999985</Y>
									<Z>-78</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1882">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX1883">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">face</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><null></null></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1884">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>67.5999985</Y>
									<Z>-78</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX1885">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1886">
								<Properties>
									<CoordinateFrame name="C0">
										<X>6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1887">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX1888">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX1889">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1890">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>59.6000023</Y>
									<Z>-80</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1891">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">106</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>59.6000023</Y>
									<Z>-76</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX1892">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1893">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>67.5999985</Y>
									<Z>-72</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1894">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>67.5999985</Y>
									<Z>-84</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1895">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

script.Parent:MakeJoints()

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1896">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1897">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">4750</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1898">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1899">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1900">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1901">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX1902">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1903">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1904">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1905">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1906">
					<Properties>
						<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">Enemy3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1907">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1908">
							<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">23</int>
								<CoordinateFrame name="CFrame">
									<X>369.5</X>
									<Y>60.1000023</Y>
									<Z>-51</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
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								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1922">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 14

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1923">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1924">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1925">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1926">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">19</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1927">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1928">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1929">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1930">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1931">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1932">
					<Properties>
						<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">Enemy4</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1933">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1934">
							<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">23</int>
								<CoordinateFrame name="CFrame">
									<X>371.5</X>
									<Y>60.1000023</Y>
									<Z>149</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
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								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1948">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 24

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1949">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1950">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1951">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1952">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1953">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1954">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1955">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1956">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1957">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1958">
					<Properties>
						<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">Enemy5</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1959">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1960">
							<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">23</int>
								<CoordinateFrame name="CFrame">
									<X>351.5</X>
									<Y>60.1000023</Y>
									<Z>128</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
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								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1974">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 14

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1975">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1976">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1977">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1978">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">19</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1979">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1980">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX1981">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1982">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX1983">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1984">
					<Properties>
						<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">Enemy6</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX1985">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX1986">
							<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">23</int>
								<CoordinateFrame name="CFrame">
									<X>-316.5</X>
									<Y>60.1000023</Y>
									<Z>-106</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2000">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 14

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2001">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2002">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2003">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2004">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">19</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2005">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2006">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2007">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2008">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2009">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2010">
					<Properties>
						<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">Enemy7</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2011">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2012">
							<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">23</int>
								<CoordinateFrame name="CFrame">
									<X>-298.5</X>
									<Y>60.1000023</Y>
									<Z>-63</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
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								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2026">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 14

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2027">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2028">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2029">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2030">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">19</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2031">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2032">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2033">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2034">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2035">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2036">
					<Properties>
						<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">Enemy8</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2037">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2038">
							<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">23</int>
								<CoordinateFrame name="CFrame">
									<X>365.5</X>
									<Y>60.1000023</Y>
									<Z>-91</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
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								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2052">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 24

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2053">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2054">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2055">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2056">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2057">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2058">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2059">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2060">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2061">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2062">
					<Properties>
						<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">Voltket1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2063">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2064">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>4.9000001</Y>
									<Z>100.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2065">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX2066">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX2067">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2068">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>2.9000001</Y>
									<Z>100.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX2069">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX2070">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2071">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2072">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2073">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX2074">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2075">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
--model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2076">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end

</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2077">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2078">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

while true do
&#9;wait()
--m = math.random(1,3)
&#9;local target = game.Workspace:findFirstChild(&quot;Statue&quot;)
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2079">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX2080">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">55000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2081">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2082">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2083">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 5
saythis(5,0)
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2084">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2085">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>28.4850197</X>
									<Y>9.40082645</Y>
									<Z>101.5</Z>
									<R00>-0.88252151</R00>
									<R01>0.447852731</R01>
									<R02>-0.143469959</R02>
									<R10>2.07410758e-005</R10>
									<R11>0.305115789</R11>
									<R12>0.952315271</R12>
									<R20>0.470271945</R20>
									<R21>0.840435743</R21>
									<R22>-0.269280553</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2086">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2087">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2088">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>3.4000001</Y>
									<Z>101.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>-0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2089">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2090">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX2091">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2092">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>24.9453945</Y>
									<Z>101.5</Z>
									<R00>-1</R00>
									<R01>8.01873921e-006</R01>
									<R02>4.24034988e-005</R02>
									<R10>4.24031132e-005</R10>
									<R11>0.365197718</R11>
									<R12>0.930929959</R12>
									<R20>-8.02077648e-006</R20>
									<R21>0.930929959</R21>
									<R22>-0.365197718</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2093">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2094">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2095">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>6.40718842</X>
									<Y>9.40082645</Y>
									<Z>101.5</Z>
									<R00>-0.76622802</R00>
									<R01>-0.633055508</R01>
									<R02>0.11016079</R02>
									<R10>4.58928262e-005</R10>
									<R11>0.171384215</R11>
									<R12>0.985204279</R12>
									<R20>-0.642568827</R20>
									<R21>0.754896164</R21>
									<R22>-0.131290317</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2096">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2097">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX2098">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX2099">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX2100">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2101">
					<Properties>
						<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">Voltket2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2102">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2103">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-43</X>
									<Y>4.9000001</Y>
									<Z>-96.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2104">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX2105">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX2106">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2107">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-43</X>
									<Y>2.9000001</Y>
									<Z>-96.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX2108">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX2109">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2110">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2111">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2112">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX2113">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2114">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
--model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2115">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end

</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2116">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2117">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

while true do
&#9;wait()
--m = math.random(1,3)
&#9;local target = game.Workspace:findFirstChild(&quot;Statue&quot;)
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2118">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX2119">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">55000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2120">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2121">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2122">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 5
saythis(5,0)
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2123">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2124">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-54.4850159</X>
									<Y>9.40136814</Y>
									<Z>-97.5</Z>
									<R00>0.882529676</R00>
									<R01>-0.447818488</R01>
									<R02>0.143526807</R02>
									<R10>-3.59267942e-005</R10>
									<R11>0.305145293</R11>
									<R12>0.952305794</R12>
									<R20>-0.470256656</R20>
									<R21>-0.840443373</R21>
									<R22>0.269283712</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2125">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2126">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2127">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-43</X>
									<Y>3.4000001</Y>
									<Z>-97.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2128">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2129">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX2130">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2131">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-43</X>
									<Y>24.9458332</Y>
									<Z>-97.5</Z>
									<R00>1</R00>
									<R01>4.24065584e-005</R01>
									<R02>-8.0206737e-006</R02>
									<R10>-8.0206737e-006</R10>
									<R11>0.365209699</R11>
									<R12>0.930926085</R12>
									<R20>4.24065584e-005</R20>
									<R21>-0.930926085</R21>
									<R22>0.365209699</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2132">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2133">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2134">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>-32.4071884</X>
									<Y>9.40136814</Y>
									<Z>-97.5</Z>
									<R00>0.766179204</R00>
									<R01>0.633120239</R01>
									<R02>-0.110135704</R02>
									<R10>1.5437603e-005</R10>
									<R11>0.171362221</R11>
									<R12>0.985211015</R12>
									<R20>0.642628312</R20>
									<R21>-0.754850626</R21>
									<R22>0.1312837</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2135">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2136">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX2137">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX2138">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX2139">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2140">
					<Properties>
						<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">Voltket3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2141">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2142">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-117.5</X>
									<Y>4.9000001</Y>
									<Z>62</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2143">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX2144">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX2145">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2146">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-117.5</X>
									<Y>2.9000001</Y>
									<Z>62</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX2147">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX2148">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2149">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2150">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2151">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX2152">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2153">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
--model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2154">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end

</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2155">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2156">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

while true do
&#9;wait()
--m = math.random(1,3)
&#9;local target = game.Workspace:findFirstChild(&quot;Statue&quot;)
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2157">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX2158">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">55000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2159">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2160">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2161">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 5
saythis(5,0)
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2162">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2163">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-118.5</X>
									<Y>9.40231323</Y>
									<Z>73.4850159</Z>
									<R00>-0.470339864</R00>
									<R01>-0.840398431</R01>
									<R02>0.269278497</R02>
									<R10>3.74283482e-005</R10>
									<R11>0.305117488</R11>
									<R12>0.952314734</R12>
									<R20>-0.88248533</R20>
									<R21>0.447921604</R21>
									<R22>-0.143477485</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2164">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2165">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2166">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-118.5</X>
									<Y>3.4000001</Y>
									<Z>62</Z>
									<R00>0</R00>
									<R01>-1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2167">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2168">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX2169">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2170">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-118.5</X>
									<Y>24.9465294</Y>
									<Z>62</Z>
									<R00>9.57915036e-005</R00>
									<R01>-0.930898011</R01>
									<R02>0.365279227</R02>
									<R10>-3.56461242e-005</R10>
									<R11>0.365279227</R11>
									<R12>0.930898011</R12>
									<R20>-0.99999994</R20>
									<R21>-0.000102192906</R21>
									<R22>1.80774634e-006</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2171">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2172">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2173">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>-118.5</X>
									<Y>9.40231323</Y>
									<Z>51.4071884</Z>
									<R00>0.642636657</R00>
									<R01>-0.754832447</R01>
									<R02>0.131324247</R02>
									<R10>-2.610718e-005</R10>
									<R11>0.171381712</R11>
									<R12>0.985204697</R12>
									<R20>-0.766171098</R20>
									<R21>-0.633132041</R21>
									<R22>0.110116467</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX2174">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX2175">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX2176">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
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							</Properties>
						</Item>
						<Item class="Sound" referent="RBX2177">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX2178">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2179">
					<Properties>
						<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">WitchVillage</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2180">
						<Properties>
							<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">House</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
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							<Properties>
								<bool name="Anchored">true</bool>
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								<float name="BottomParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
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								<CoordinateFrame name="CFrame">
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									<Y>26.2000008</Y>
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									<R21>0</R21>
									<R22>-1</R22>
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								<token name="FrontSurface">0</token>
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									<Z>11</Z>
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							</Properties>
						</Item>
						<Item class="Part" referent="RBX2182">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
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								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-171</X>
									<Y>8.19999981</Y>
									<Z>52.5</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>
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								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
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								<token name="FrontSurface">0</token>
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							</Properties>
						</Item>
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									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>12</X>
									<Y>6</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2422">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>4.34492493</X>
									<Y>8.20034313</Y>
									<Z>-129.889099</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>12</X>
									<Y>6</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2423">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-8.38299561</X>
									<Y>3.40032721</Y>
									<Z>-142.617004</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>48</X>
									<Y>3.60000014</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2424">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-43.3847733</X>
									<Y>8.20034313</Y>
									<Z>-140.849243</Z>
									<R00>0.707119286</R00>
									<R01>1.65160982e-005</R01>
									<R02>0.707094252</R02>
									<R10>-3.98728844e-005</R10>
									<R11>1</R11>
									<R12>1.65165966e-005</R12>
									<R20>-0.707094193</R20>
									<R21>-3.98730917e-005</R21>
									<R22>0.707119346</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>39</X>
									<Y>13.1999998</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2425">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-22.1715698</X>
									<Y>8.20034313</Y>
									<Z>-156.405579</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>9</X>
									<Y>6</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2426">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-27.4748688</X>
									<Y>12.4003563</Y>
									<Z>-156.759155</Z>
									<R00>0.707119286</R00>
									<R01>1.65160982e-005</R01>
									<R02>0.707094252</R02>
									<R10>-3.98728844e-005</R10>
									<R11>1</R11>
									<R12>1.65165966e-005</R12>
									<R20>-0.707094193</R20>
									<R21>-3.98730917e-005</R21>
									<R22>0.707119346</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>4.80000019</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2427">
					<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">1002</int>
						<CoordinateFrame name="CFrame">
							<X>90.2000046</X>
							<Y>577.700012</Y>
							<Z>-166.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">1040</token>
						<string name="Name">Saw</string>
						<float name="Reflectance">0.899999976</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.899999976</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>0.400000006</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="CylinderMesh" referent="RBX2428">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX2429">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX2430">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2431">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2432">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2433">
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						<token name="BottomSurface">0</token>
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							<X>54.5</X>
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						<bool name="CanCollide">true</bool>
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						<float name="FrontParamA">-0.5</float>
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						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<token name="Material">256</token>
						<string name="Name">NinjaStar</string>
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						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
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							<Z>0</Z>
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							<X>1</X>
							<Y>0.400000006</Y>
							<Z>1</Z>
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					<Item class="Sound" referent="RBX2434">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX2435">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
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					</Item>
					<Item class="Script" referent="RBX2436">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
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					</Item>
					<Item class="Script" referent="RBX2437">
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							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 140

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)
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							<Vector3 name="Scale">
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				</Item>
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							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
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							<R20>0</R20>
							<R21>0</R21>
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						<string name="Name">ArcherSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2440">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
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								<Y>0</Y>
								<Z>0</Z>
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							</Properties>
						</Item>
						<Item class="Part" referent="RBX2442">
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								<bool name="Anchored">true</bool>
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									<Y>1.20000005</Y>
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								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2481">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>59.7999992</X>
									<Y>27.2175541</Y>
									<Z>32.8312683</Z>
									<R00>-5.84147301e-006</R00>
									<R01>-1</R01>
									<R02>-3.22923984e-006</R02>
									<R10>-0.998500109</R10>
									<R11>6.00951125e-006</R11>
									<R12>-0.0547491275</R12>
									<R20>0.0547491275</R20>
									<R21>2.90458092e-006</R21>
									<R22>-0.998500168</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>3</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2482">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>59.7999992</X>
									<Y>25.7607975</Y>
									<Z>33.1745758</Z>
									<R00>3.21879543e-006</R00>
									<R01>-1</R01>
									<R02>-3.25694673e-005</R02>
									<R10>-0.874520421</R10>
									<R11>1.29809132e-005</R11>
									<R12>-0.484988719</R12>
									<R20>0.484988689</R20>
									<R21>3.00437423e-005</R21>
									<R22>-0.874520421</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>3</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2483">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2484">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>60.5</X>
									<Y>27.1000004</Y>
									<Z>37.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2485">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2486">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>60.5</X>
									<Y>25.1000004</Y>
									<Z>36.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2487">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2488">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>60.5</X>
									<Y>25.1000004</Y>
									<Z>35.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2489">
					<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">192</int>
						<CoordinateFrame name="CFrame">
							<X>58</X>
							<Y>24.3000011</Y>
							<Z>30</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>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">Arrow</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>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>0.400000006</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX2490">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX2491">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2492">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2493">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX2494">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2495">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">Bow</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2496">
						<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">217</int>
							<CoordinateFrame name="CFrame">
								<X>59.5000038</X>
								<Y>24.5953884</Y>
								<Z>35.5</Z>
								<R00>-3.26636837e-005</R00>
								<R01>0.99999994</R01>
								<R02>4.80205764e-010</R02>
								<R10>-0.99999994</R10>
								<R11>-3.26636837e-005</R11>
								<R12>4.31586013e-005</R12>
								<R20>4.31585977e-005</R20>
								<R21>9.29513244e-010</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2497">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2498">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX2499">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2500">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2501">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2502">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.new(217)
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (1 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 1
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2503">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">GoldSword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2504">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>0</X>
								<Y>0.400000006</Y>
								<Z>-0.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2505">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2506">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2507">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2508">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 8
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2509">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">MCDiamondSword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2510">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>0</X>
								<Y>0.200000003</Y>
								<Z>-1</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>0.400000006</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Decal" referent="RBX2511">
							<Properties>
								<token name="Face">4</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=54062012</url></Content>
								<float name="Transparency">0</float>
							</Properties>
						</Item>
						<Item class="Decal" referent="RBX2512">
							<Properties>
								<token name="Face">1</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=54061525</url></Content>
								<float name="Transparency">0</float>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2513">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2514">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2515">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 30
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2516">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>1</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">SwordphinsSword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX2517">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2518">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2519">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 1337
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 5
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX2520">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5999999</X>
								<Y>24.6000004</Y>
								<Z>26.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX2521">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX2522">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>25.5</Y>
								<Z>26.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX2523">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX2524">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>26.1000004</Y>
								<Z>26.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX2525">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX2526">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>29.5</Y>
								<Z>26.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Hitter</string>
							<float name="Reflectance">1</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>6.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX2527">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX2528">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>27.3999996</Y>
								<Z>28.2000008</Z>
								<R00>-1</R00>
								<R01>-1.7532946e-005</R01>
								<R02>3.94332637e-005</R02>
								<R10>3.94338094e-005</R10>
								<R11>-0.742447317</R11>
								<R12>0.66990447</R12>
								<R20>1.75317236e-005</R20>
								<R21>0.66990447</R21>
								<R22>0.742447317</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX2529">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX2530">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>28.735218</Y>
								<Z>27.3721294</Z>
								<R00>-0.999780655</R00>
								<R01>1.29299106e-005</R01>
								<R02>-0.020942416</R02>
								<R10>-0.0178500973</R10>
								<R11>0.52245903</R11>
								<R12>0.852477491</R12>
								<R20>0.010952577</R20>
								<R21>0.852664411</R21>
								<R22>-0.522344232</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX2531">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX2532">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>27.2181454</Y>
								<Z>24.5986938</Z>
								<R00>-0.999780655</R00>
								<R01>1.29299106e-005</R01>
								<R02>-0.020942416</R02>
								<R10>-0.0178500973</R10>
								<R11>0.52245903</R11>
								<R12>0.852477491</R12>
								<R20>0.010952577</R20>
								<R21>0.852664411</R21>
								<R22>-0.522344232</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX2533">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX2534">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>27.503912</Y>
								<Z>26.0375862</Z>
								<R00>-0.999780476</R00>
								<R01>0.0191790164</R01>
								<R02>-0.00843552779</R02>
								<R10>-0.0178469699</R10>
								<R11>-0.568623304</R11>
								<R12>0.822404444</R12>
								<R20>0.0109762717</R20>
								<R21>0.822374463</R21>
								<R22>0.568840742</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX2535">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2536">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BackupWeld</string>
							<ProtectedString name="Source">function Weld(x,y)
&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;W.Part0 = x
&#9;W.Part1 = y
&#9;local CJ = CFrame.new(x.Position)
&#9;local C0 = x.CFrame:inverse()*CJ
&#9;local C1 = y.CFrame:inverse()*CJ
&#9;W.C0 = C0
&#9;W.C1 = C1
&#9;W.Parent = x
end

function Get(A)
&#9;if A.className == &quot;Part&quot; then
&#9;&#9;Weld(script.Parent.Handle, A)
&#9;&#9;A.Anchored = false
&#9;else
&#9;&#9;local C = A:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;Get(C[i])
&#9;&#9;end
&#9;end
end

function Finale()
&#9;Get(script.Parent)
end

script.Parent.Equipped:connect(Finale)
script.Parent.Unequipped:connect(Finale)
Finale()</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2537">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BackupWeld</string>
							<ProtectedString name="Source">function Weld(x,y)
&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;W.Part0 = x
&#9;W.Part1 = y
&#9;local CJ = CFrame.new(x.Position)
&#9;local C0 = x.CFrame:inverse()*CJ
&#9;local C1 = y.CFrame:inverse()*CJ
&#9;W.C0 = C0
&#9;W.C1 = C1
&#9;W.Parent = x
end

function Get(A)
&#9;if A.className == &quot;Part&quot; then
&#9;&#9;Weld(script.Parent.Handle, A)
&#9;&#9;A.Anchored = false
&#9;else
&#9;&#9;local C = A:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;Get(C[i])
&#9;&#9;end
&#9;end
end

function Finale()
&#9;Get(script.Parent)
end

script.Parent.Equipped:connect(Finale)
script.Parent.Unequipped:connect(Finale)
Finale()</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2538">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<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">BoldStaff</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=10758325</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2539">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>26.8999996</Y>
								<Z>16.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX2540">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">EquipSound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>http://www.roblox.com/asset/?id=10756118</url></Content>
								<float name="Volume">0.5</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX2541">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=26414793</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=16818870</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2542">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Spark</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value



function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(4)
ball.SparkSound.Looped = false
ball.SparkSound:Stop()
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2543">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2544">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2545">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">WizardStaff</string>
							<ProtectedString name="Source">dmg = 10

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function fire(v)

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;local spark = Instance.new(&quot;Fire&quot;)

&#9;local SparkSound = Instance.new(&quot;Sound&quot;)
&#9;SparkSound.Name = &quot;SparkSound&quot;
&#9;SparkSound.SoundId = &quot;http://www.roblox.com/asset/?id=10756104&quot;
&#9;SparkSound.Parent = missile
&#9;SparkSound.Volume = .1
&#9;SparkSound.Looped = true
        
&#9;spark.Parent = missile

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 10)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(1,1,1)
&#9;missile.Velocity = v * 75
&#9;missile.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;missile.Shape = 0
&#9;missile.Reflectance = 0.5
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Spark&quot;
&#9;missile.Reflectance = 0


&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,98,0)
&#9;force.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile
&#9;
&#9;local new_script = script.Parent.Spark:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;SparkSound:Play()

end



function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 1.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
&#9;staffUp()
&#9;wait(reload)

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,15)
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2546">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<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">JusticeWand</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=10758325</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2547">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>26.8999996</Y>
								<Z>16.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX2548">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">EquipSound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>http://www.roblox.com/asset/?id=10756118</url></Content>
								<float name="Volume">0.5</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX2549">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=32627623</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1.04999995</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=42847505</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2550">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Spark</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value



function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(4)
ball.SparkSound.Looped = false
ball.SparkSound:Stop()
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2551">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2552">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2553">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">WizardStaff</string>
							<ProtectedString name="Source">dmg = 20

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function fire(v)

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;local spark = Instance.new(&quot;Fire&quot;)

&#9;local SparkSound = Instance.new(&quot;Sound&quot;)
&#9;SparkSound.Name = &quot;SparkSound&quot;
&#9;SparkSound.SoundId = &quot;http://www.roblox.com/asset/?id=10756104&quot;
&#9;SparkSound.Parent = missile
&#9;SparkSound.Volume = .1
&#9;SparkSound.Looped = true
        
&#9;spark.Parent = missile

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 10)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(1,1,1)
&#9;missile.Velocity = v * 75
&#9;missile.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;missile.Shape = 0
&#9;missile.Reflectance = 0.5
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Spark&quot;
&#9;missile.Reflectance = 0


&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,98,0)
&#9;force.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile
&#9;
&#9;local new_script = script.Parent.Spark:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;SparkSound:Play()

end



function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 1.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
&#9;staffUp()
&#9;wait(reload)

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2554">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">FierySword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2555">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-14.3999996</X>
								<Y>26.1000004</Y>
								<Z>15.5</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2556">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1080954</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>7</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2557">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2558">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2559">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 30
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,15)
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2560">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">BraveryScythe</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2561">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-14.3999996</X>
								<Y>26.1000004</Y>
								<Z>15.5</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2562">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=28140935 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=27739981</url></Content>
								<Vector3 name="VertexColor">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2563">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2564">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2565">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 100
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 3
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,15)
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2566">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.70000005</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">PurpleKatana</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2567">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5999999</X>
								<Y>26.6000004</Y>
								<Z>12.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX2568">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX2569">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11442510</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=22542337</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2570">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2571">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2572">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 6

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2573">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.70000005</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">BlueKatana</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2574">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5999999</X>
								<Y>26.6000004</Y>
								<Z>12.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX2575">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX2576">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11442510</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=20577502</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2577">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2578">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2579">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 14

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 2
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()

&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2580">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.70000005</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">AutumnBlade</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2581">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5999999</X>
								<Y>26.6000004</Y>
								<Z>12.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX2582">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX2583">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=64861811 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.20000005</X>
									<Y>1.20000005</Y>
									<Z>1.5</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=64862468 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2584">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2585">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2586">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 37

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 2
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()

&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2587">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>2</Y>
							<Z>0</Z>
							<R00>-3.26622794e-005</R00>
							<R01>-1.37827629e-013</R01>
							<R02>1</R02>
							<R10>0.000129473003</R10>
							<R11>-1</R11>
							<R12>4.2287458e-009</R12>
							<R20>1</R20>
							<R21>0.000129473003</R21>
							<R22>3.26622794e-005</R22>
						</CoordinateFrame>
						<string name="Name">SorcusBlade</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX2588">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2589">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2590">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 1874

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX2591">
						<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>-6.75169754</X>
								<Y>26.6369247</Y>
								<Z>11.5335121</Z>
								<R00>-0.987800479</R00>
								<R01>-0.0282151382</R01>
								<R02>0.153147131</R02>
								<R10>0.0284354445</R10>
								<R11>-0.999595344</R11>
								<R12>-0.000752046471</R12>
								<R20>0.153106391</R20>
								<R21>0.00361193554</R21>
								<R22>0.988203108</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">3</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>0.800002098</X>
								<Y>4.96999884</Y>
								<Z>0.200000003</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX2592">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX2593">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=53351910 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.75</X>
									<Y>0.75</Y>
									<Z>0.75</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id= 53352041 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2594">
					<Properties>
						<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">DeathSlayerSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2595">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2596">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>26</X>
									<Y>27.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2597">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>26</X>
									<Y>28.7000008</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2598">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1172117</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.10000002</X>
										<Y>0.899999976</Y>
										<Z>1.10000002</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=1125479</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2599">
							<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">21</int>
								<CoordinateFrame name="CFrame">
									<X>27.8934937</X>
									<Y>28.5891018</Y>
									<Z>19.910574</Z>
									<R00>-0.677619219</R00>
									<R01>-0.122315645</R01>
									<R02>-0.725164294</R02>
									<R10>0.713611543</R10>
									<R11>0.128927827</R11>
									<R12>-0.688572466</R12>
									<R20>0.177715749</R20>
									<R21>-0.984079421</R21>
									<R22>-7.43865967e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2600">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11442510</url></Content>
									<token name="MeshType">5</token>
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								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.100000001</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Decal" referent="RBX2611">
								<Properties>
									<token name="Face">4</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=31488026</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2612">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2613">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>24.5</X>
									<Y>27.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2614">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2615">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>25.5</X>
									<Y>25.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2616">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2617">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>26.5</X>
									<Y>25.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2618">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>28.2000008</X>
							<Y>26.6000004</Y>
							<Z>23.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">DeathSlayerRocket</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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX2619">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX2620">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2621">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2622">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX2623">
						<Properties>
							<Color3 name="Color">4294934528</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4294901760</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2624">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">DeathSlayer</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2625">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>47.6000023</X>
								<Y>26.5999928</Y>
								<Z>22.4999981</Z>
								<R00>3.05175781e-005</R00>
								<R01>-1</R01>
								<R02>-3.05175781e-005</R02>
								<R10>-3.05175781e-005</R10>
								<R11>-3.05175781e-005</R11>
								<R12>1</R12>
								<R20>-1</R20>
								<R21>-3.05175781e-005</R21>
								<R22>-3.05175781e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2626">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=12771349</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=12771330</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX2627">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

stats = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics
script.Parent.Dmg.Value = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2628">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2629">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 0
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

local damage = script.Parent.Dmg.Value + dmg

local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
stats = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics
damage = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
slash_damage = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
lunge_damage = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.dc.Value &lt; 1 then
&#9;&#9;stats.dc.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,10)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wave.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.dbc.Value &lt; 1 then
&#9;&#9;stats.dbc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,5)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerRocket:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
&#9;----------
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2630">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>12.2000008</X>
							<Y>31.6000042</Y>
							<Z>5.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">DeathSlayerBossRocket</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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX2631">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX2632">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2633">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2634">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX2635">
						<Properties>
							<Color3 name="Color">4294934528</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4294901760</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2636">
					<Properties>
						<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">Boss9</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2637">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2638">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-152</X>
									<Y>4.9000001</Y>
									<Z>-122.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
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									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2652">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 18

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.NinjaSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2653">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2654">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2655">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2656">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX2657">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">4000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2658">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2659">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">145</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2660">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2661">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2662">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;SarStar&quot;,&quot;Spin&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 1

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;SarStar&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaBossStar:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2663">
					<Properties>
						<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">Boss7</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2664">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2665">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>4.9000001</Y>
									<Z>123</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2666">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX2667">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2668">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>3.4000001</Y>
									<Z>123</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX2669">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX2670">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2671">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2672">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2673">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2674">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>1.39999998</Y>
									<Z>122.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2675">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>1.39999998</Y>
									<Z>123.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX2676">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2677">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>3.4000001</Y>
									<Z>124.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2678">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>3.4000001</Y>
									<Z>121.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2679">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DeathSlayerSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2680">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2681">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2682">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2683">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX2684">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2685">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">35</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2686">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">45</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2687">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 30
saythis(30,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 90
saythis(90,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2688">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2689">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Death&quot;,&quot;DeathBlow&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait(3)

while wait(time) do
attack = skills[math.random(1,#skills)]--[[
if me:findFirstChild(&quot;Zombie&quot;).Health &lt; me:findFirstChild(&quot;Zombie&quot;).MaxHealth / 2 then
time = 5
else
time = 15
end--]]
if attack == &quot;Death&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
elseif attack == &quot;DeathBlow&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerBossRocket:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;dmg = me.MaxDmg:clone()
&#9;dmg.Parent = missile
&#9;dmg.Name = &quot;Dmg&quot;

&#9;missile.Parent = game.Workspace

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2690">
					<Properties>
						<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">Boss8</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2691">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2692">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>4.9000001</Y>
									<Z>-54</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2693">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX2694">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2695">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>3.4000001</Y>
									<Z>-54</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX2696">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX2697">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2698">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2699">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX2700">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2701">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>1.39999998</Y>
									<Z>-54.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2702">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>1.39999998</Y>
									<Z>-53.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX2703">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2704">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>3.4000001</Y>
									<Z>-52.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2705">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>3.4000001</Y>
									<Z>-55.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2706">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DeathSlayerSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2707">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2708">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2709">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2710">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX2711">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">700000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2712">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">35</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2713">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">105</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2714">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2715">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2716">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Death&quot;,&quot;DeathBlow&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait(3)

while wait(time) do
attack = skills[math.random(1,#skills)]
if me:findFirstChild(&quot;Zombie&quot;).Health &lt; me:findFirstChild(&quot;Zombie&quot;).MaxHealth / 2 then
time = 5
if me.Head:findFirstChild(&quot;Fire&quot;) then
print(&quot;NEH!&quot;)
else
fi = Instance.new(&quot;Fire&quot;, me.Head)
fi.Name = &quot;Fire&quot;
end
else
time = 15
end
if attack == &quot;Death&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
elseif attack == &quot;DeathBlow&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerBossRocket:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;dmg = me.MaxDmg:clone()
&#9;dmg.Parent = missile
&#9;dmg.Name = &quot;Dmg&quot;

&#9;missile.Parent = game.Workspace

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2717">
					<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">1002</int>
						<CoordinateFrame name="CFrame">
							<X>-151.5</X>
							<Y>5.5999999</Y>
							<Z>-122.5</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>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">NinjaBossStar</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>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.400000006</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX2718">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX2719">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2720">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2721">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 140

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX2722">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11112101</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>3</X>
								<Y>3</Y>
								<Z>3</Z>
							</Vector3>
							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11112112</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2723">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">THEBestBow</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2724">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>24.6000004</Y>
								<Z>44.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2725">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2726">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX2727">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2728">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2729">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2730">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 100

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.Random()
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (6 * 10)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 1
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2731">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">BetterBow</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2732">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>24.6000004</Y>
								<Z>44.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0.5</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>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>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2733">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2734">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX2735">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2736">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2737">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2738">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 10

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.Random()
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (2 * 10)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 1
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2739">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">BetterBowV2</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2740">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>24.6000004</Y>
								<Z>44.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">1</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2741">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2742">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX2743">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2744">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2745">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2746">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 20

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.Random()
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (3 * 10)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX2747">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">BestBow</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX2748">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>24.6000004</Y>
								<Z>44.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX2749">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX2750">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX2751">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX2752">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2753">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX2754">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 30

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.Random()
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (4 * 10)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 1
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2755">
					<Properties>
						<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">VasilMinionSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2756">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2757">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>27.1000004</Y>
									<Z>42.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2758">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>29.3000011</Y>
									<Z>42.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2759">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=14762211</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.04999995</X>
										<Y>1.04999995</Y>
										<Z>1.04999995</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=14762197</url></Content>
									<Vector3 name="VertexColor">
										<X>0</X>
										<Y>3</Y>
										<Z>6</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2760">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>55.5101242</X>
									<Y>27.7602291</Y>
									<Z>41.2001801</Z>
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									<R20>-0.000450178981</R20>
									<R21>-0.99999541</R21>
									<R22>-1.28746033e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.400000006</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX2761">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX2762">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>56.3007736</X>
									<Y>27.859808</Y>
									<Z>41.1258698</Z>
									<R00>0.798623681</R00>
									<R01>-7.54806797e-006</R01>
									<R02>-0.601830602</R02>
									<R10>-0.601738334</R10>
									<R11>0.017500408</R11>
									<R12>-0.798501551</R12>
									<R20>0.0105383079</R20>
									<R21>0.999846816</R21>
									<R22>0.0139716994</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
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								</Vector3>
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							</Properties>
						</Item>
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								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
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									<Y>26.60009</Y>
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								<float name="LeftParamB">0.5</float>
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								<token name="Material">256</token>
								<string name="Name">Part</string>
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									<Y>0</Y>
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								</Vector3>
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								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
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								</Vector3>
								<token name="formFactorRaw">2</token>
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								<Vector3 name="size">
									<X>1</X>
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								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2800">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
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								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
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								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2801">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BackSurfaceInput">0</token>
								<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">1003</int>
								<CoordinateFrame name="CFrame">
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									<Y>27.10009</Y>
									<Z>42.0999985</Z>
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									<R02>0</R02>
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								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
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								<token name="FrontSurfaceInput">0</token>
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								<float name="LeftParamB">0.5</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
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								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
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								<token name="TopSurfaceInput">0</token>
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								<Vector3 name="size">
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								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2802">
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								<bool name="Anchored">true</bool>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
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									<R01>1</R01>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
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									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2803">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
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								<Y>0</Y>
								<Z>0</Z>
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								<R02>0</R02>
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								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2804">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
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									<Y>25.1000881</Y>
									<Z>42.0999985</Z>
									<R00>-1</R00>
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									<R02>0</R02>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
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								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
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								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
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								<float name="Transparency">0</float>
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								</Vector3>
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									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX2805">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
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								<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2806">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
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									<Y>25.1000881</Y>
									<Z>42.0999985</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
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								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
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								<token name="TopSurfaceInput">0</token>
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									<Y>0</Y>
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								</Vector3>
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								<Vector3 name="size">
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									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX2807">
					<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">21</int>
						<CoordinateFrame name="CFrame">
							<X>58</X>
							<Y>45.1000023</Y>
							<Z>48.3999977</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">DarkKnightBlow</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>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>32</X>
							<Y>5.20000029</Y>
							<Z>32</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX2808">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX2809">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2810">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX2811">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 340

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="CylinderMesh" referent="RBX2812">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>-1</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2813">
					<Properties>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
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									<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX2828">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>53.5</X>
									<Y>17</Y>
									<Z>57.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2829">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DarkKnightBossSuit)

model:MakeJoints()

wait(5)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2830">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2831">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2832">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX2833">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX2834">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2835">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">35</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2836">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">105</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2837">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 50
saythis(50,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 150
saythis(150,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX2838">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX2839">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Death&quot;,&quot;DeathBlow&quot;,&quot;Repeat&quot;}

function textAll(mess,duration)
m = game.Lighting.EnemyGui
for _,things in pairs(game.Players:GetPlayers()) do
&#9;if things.PlayerGui then
&#9;&#9;a = m:clone()
&#9;&#9;a.Parent = things.PlayerGui
&#9;&#9;a.TextLabel.Text = mess
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(a,duration)
&#9;end
end
end

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

wait(3)

while wait(math.random(1.5,3)) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Death&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.3
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;DeathBlow&quot; then

textAll(&quot;Kuroshin Berserk Blow!&quot;,3)

me.Zombie.WalkSpeed = 5
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for x = 1,5 do
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,1,1)
&#9;&#9;for i = 1 , 10 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.DarkKnightBlow:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;dmg = me.MaxDmg:clone()
&#9;dmg.Parent = missile
&#9;dmg.Name = &quot;Dmg&quot;

&#9;missile.Parent = game.Workspace

me.Zombie.WalkSpeed = 20

elseif attack == &quot;Repeat&quot; then
textAll(&quot;SHIRUKUN FURY&quot;,3)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wavee.Size = Vector3.new(2, 20, 2)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, 0, -4)

&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(50)
&#9;&#9;&#9;end end)

&#9;myTorso = script.Parent.Torso

&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;&#9;for i = 1,30 do wait()
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, 0, -4)
&#9;&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;end
&#9;&#9;Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2840">
					<Properties>
						<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">StarterSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX2841">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2842">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-1</X>
									<Y>3</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
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								<Z>29</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Head</string>
							<float name="Reflectance">0.5</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>4</X>
								<Y>4</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX2975">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)

game:GetService(&quot;Debris&quot;):AddItem(script.Parent,30)

m = math.random(1,7)

this = script.Parent
thing = this.Parent

if m == 1 then
thing.Name = &quot;De-Fogger&quot;
elseif m == 2 then
thing.Name = &quot;Invincible&quot;
elseif m == 3 then
thing.Name = &quot;De-Fogger&quot;
elseif m == 4 then
thing.Name = &quot;Short-Ranged Boom&quot;
elseif m == 5 then
thing.Name = &quot;Gold Pick-Up&quot;
elseif m == 6 then
thing.Name = &quot;Faith Points Pick-Up&quot;
elseif m == 7 then
thing.Name = &quot;Exp Charge&quot;
end

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

script.Parent.Touched:connect(function(hit)

if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
hu = hit.Parent:findFirstChild(&quot;Humanoid&quot;)

if thing.Name == &quot;De-Fogger&quot; then
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; activated the De-Fogger! A bit of fog worned away!&quot;
game.Lighting.FogEnd = game.Lighting.FogEnd + 20
game:GetService(&quot;Debris&quot;):AddItem(m,5)
thing:remove()
elseif thing.Name == &quot;Invincible&quot; then
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; is now invincible for 15 seconds!&quot;
ff = Instance.new(&quot;ForceField&quot;,hit.Parent)
game:GetService(&quot;Debris&quot;):AddItem(ff,15)
thing:remove()
elseif thing.Name == &quot;Short-Ranged Boom&quot; then
me = hit.Parent

&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,10)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(999)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 5, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
thing:remove()
elseif thing.Name == &quot;Exp Charge&quot; then
exp = math.random(1,30)
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; won &quot; ..exp.. &quot; EXP!&quot;
game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.Exp.Value = game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.Exp.Value + exp
thing:remove()
elseif thing.Name == &quot;Gold Pick-Up&quot; then
gp = math.random(3,50)
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; won &quot; ..gp.. &quot; gold!&quot;
game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.Gold.Value = game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.Gold.Value + gp
thing:remove()
else
fp = math.random(3,50)
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; won &quot; ..fp.. &quot; faith points!&quot;
game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.FaithPoints.Value = game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.FaithPoints.Value + fp
thing:remove()
end

end
end)
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Humanoid" referent="RBX2976">
						<Properties>
							<float name="Health">0</float>
							<float name="MaxHealth">0</float>
							<string name="Name">Humanoid</string>
							<token name="NameOcclusion">0</token>
							<float name="WalkSpeed">16</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX2977">
					<Properties>
						<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">ZombieTown</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX2978">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>90.4999695</X>
								<Y>41.1999931</Y>
								<Z>-171.645432</Z>
								<R00>-1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
								<R11>1</R11>
								<R12>3.05171125e-005</R12>
								<R20>-3.05171125e-005</R20>
								<R21>3.05180438e-005</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>307</X>
								<Y>81.5999985</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX2979">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>231.995209</X>
								<Y>41.1999664</Y>
								<Z>-101.209961</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>195</X>
								<Y>81.5999985</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Model" referent="RBX2980">
						<Properties>
							<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">Defender&apos;s Base</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX2981">
							<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">5</int>
								<CoordinateFrame name="CFrame">
									<X>103</X>
									<Y>14.1999998</Y>
									<Z>-61</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>27.6000004</Y>
									<Z>50</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Model" referent="RBX2982">
							<Properties>
								<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">Ladder</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX2983">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">4</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">26</int>
									<CoordinateFrame name="CFrame">
										<X>111</X>
										<Y>8.80000019</Y>
										<Z>-77</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>16.8000011</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX2984">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">4</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">26</int>
									<CoordinateFrame name="CFrame">
										<X>111</X>
										<Y>16</Y>
										<Z>-80</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float name="LeftParamA">-0.5</float>
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									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX3186">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3187">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>1.09997559</X>
									<Y>572.230286</Y>
									<Z>0.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3188">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>-0.5</X>
									<Y>572.200012</Y>
									<Z>0.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3189">
					<Properties>
						<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">Building Machine Gun Turret...</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX3190">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>17.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>0.400000006</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX3191">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3192">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-70</X>
								<Y>18.4000072</Y>
								<Z>-18.0000153</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Turret</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2.4000001</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX3193">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">AimScript</string>
								<ProtectedString name="Source">cooldown = 0 --0.5, how fast until it recharges to launch another bullet
range = 30 --100, how far can the turret sense if a enemy is nearby
timeForBuilding = 0 --0, adds the regenerationRate by the number here
regenerationRate = 1 --1, how much it adds to the building queue
totalBuildTime = 500 --100, the total health OR ammo
dmg = 75 --20, damage of the turret

hu = Instance.new(&quot;Humanoid&quot;)
hu.Name = &quot;TurretH&quot;
hu.MaxHealth = totalBuildTime
hu.Health = 1
hu.Parent = script.Parent.Parent

script.Parent.Parent:MakeJoints()

wait(0.5)

h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

print(&quot;Working Turret!&quot;)

wait()
c = script.Parent.Parent:GetChildren()
for i = 1, #c do
if c[i].className == &quot;Seat&quot; or c[i].className == &quot;Part&quot; then
c[i]:MakeJoints()
end
end

function Check()
if h.Health == h.MaxHealth then
return true
else return end
end

repeat wait(timeForBuilding) 
h.Health = h.Health + regenerationRate
until Check()

script.Parent.Remover.Disabled = false

function fire(Target)
P = Instance.new(&quot;Part&quot;) 
Place0 = CFrame.new(script.Parent.CFrame.x,script.Parent.CFrame.y,script.Parent.CFrame.z) 
local Place1 = Target.Position --CFrame
P.formFactor = 0 
P.Size = Vector3.new(1,1,(Place0.p - Place1).magnitude) 
P.Name = &quot;Laser&quot; 
P.CFrame = CFrame.new((Place0.p + Place1)/2,Place0.p) 
P.Parent = game.Workspace 
P.BrickColor = BrickColor.new(&quot;Bright yellow&quot;) 
P.Anchored = true 
P.CanCollide = false 
P.Locked = true 
P.BottomSurface = &quot;Smooth&quot; 
P.TopSurface = &quot;Smooth&quot;



m = Instance.new(&quot;BlockMesh&quot;)
m.Parent = P
m.Scale = Vector3.new(0.2,0.2,1)
wait() 
P.Transparency=0.1  
wait() 
P.Transparency=0.3 
wait() 
P.Transparency=0.4  
wait() 
P.Transparency=0.6 
wait() 
P.Transparency=0.7 
wait() 
P.Transparency=0.9 
wait() 
P.Parent = nil 
Target.Parent.Zombie.Health = Target.Parent.Zombie.Health - dmg
end

--[[function fire(pos)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;missile.CFrame = CFrame.new(script.Parent.CFrame * Vector3.new(0,0,-6), pos)

   local m = Instance.new(&quot;SpecialMesh&quot;)
&#9;m.MeshType = &quot;Sphere&quot;
&#9;m.Scale = Vector3.new(0.5,0.5,0.5) -- How big the bullet will look; change if you want
&#9;m.Parent = missile

&#9;missile.Size = Vector3.new(1,1,1)

&#9;missile.Velocity = pos * 500

&#9;missile.Shape = 1

&#9;missile.BottomSurface = 0

&#9;missile.TopSurface = 0

&#9;missile.Name = &quot;Ball&quot;

&#9;missile.Elasticity = 0

&#9;missile.Reflectance = .1

&#9;missile.Friction = .3

&#9;missile.CanCollide = false

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,6)



&#9;local force = Instance.new(&quot;BodyForce&quot;)

&#9;force.force = Vector3.new(0,200,0)

&#9;force.Parent = missile

--&#9;local newscript = script.Parent.Damage:clone()
--&#9;newscript.Disabled = false
--&#9;newscript.Parent = missile

&#9;script.Parent.BrickCleanup:clone().Parent = missile

&#9;newscript = script.Parent.Paintball:clone()

&#9;newscript.Disabled = false

&#9;newscript.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)

&#9;creator_tag.Value = script.Parent

&#9;creator_tag.Name = &quot;creator&quot;

&#9;creator_tag.Parent = missile

&#9;missile.Parent = workspace
end--]]

script.Parent:MakeJoints()

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = range
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

while true do
&#9;&#9;wait()
      script.Parent.Parent.Name = &quot;Turret Ammunition: &quot; ..h.Health.. &quot; ||| Range: &quot; ..range
      print(&quot;SELECTING UNIT&quot;)
&#9;&#9;local target = findNearestTorso(script.Parent.Parent.Torso.Position)
&#9;&#9;print(target)
&#9;&#9;if target ~= nil and h.Health &gt; 0 then
      print(&quot;FIRING&quot;)
&#9;&#9;script.Parent.CFrame = CFrame.new(script.Parent.Parent.Torso.Position, target.Position)
&#9;&#9;local targetPos = h.TargetPoint
&#9;&#9;local lookAt = (targetPos - script.Parent.Position).unit
&#9;&#9;fire(target)
      h.Health = h.Health - 1
      print(&quot;FIRED&quot;)
      wait(cooldown)
else
&#9;&#9;script.Parent.Parent.Name = &quot;Awaiting nearby enemies... ||| Range: &quot; ..range
&#9;&#9;print(&quot;MUMAMIAA&quot;)
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="BlockMesh" referent="RBX3194">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3195">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

while wait() do

if h.Health &lt; 1 then
script.Parent.AimScript.Disabled = true
script.Parent.Parent.Name = &quot;Turret expired!&quot;
wait(10)
script.Parent.Parent:remove()

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3196">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>19.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Head</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>3.60000014</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX3197">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>3.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3198">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>24.2000008</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Torso</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>6</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX3199">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>0.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyPosition" referent="RBX3200">
							<Properties>
								<float name="D">1250</float>
								<string name="Name">BodyPosition</string>
								<float name="P">10000</float>
								<Vector3 name="maxForce">
									<X>4000</X>
									<Y>4000</Y>
									<Z>4000</Z>
								</Vector3>
								<Vector3 name="position">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyGyro" referent="RBX3201">
							<Properties>
								<float name="D">500</float>
								<string name="Name">BodyGyro</string>
								<float name="P">3000</float>
								<CoordinateFrame name="cframe">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<Vector3 name="maxTorque">
									<X>400000</X>
									<Y>0</Y>
									<Z>400000</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3202">
					<Properties>
						<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">Building Normal Turret...</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX3203">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>17.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<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">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>0.400000006</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX3204">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3205">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-70</X>
								<Y>18.4000072</Y>
								<Z>-18.0000153</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Turret</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2.4000001</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX3206">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">AimScript</string>
								<ProtectedString name="Source">cooldown = 1.2 --0.5, how fast until it recharges to launch another bullet
range = 50 --100, how far can the turret sense if a enemy is nearby
timeForBuilding = 0 --0, adds the regenerationRate by the number here
regenerationRate = 1 --1, how much it adds to the building queue
totalBuildTime = 100 --100, the total health OR ammo
dmg = 100 --20, damage of the turret

hu = Instance.new(&quot;Humanoid&quot;)
hu.Name = &quot;TurretH&quot;
hu.MaxHealth = totalBuildTime
hu.Health = 1
hu.Parent = script.Parent.Parent

script.Parent.Parent:MakeJoints()

wait(0.5)

h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

print(&quot;Working Turret!&quot;)

wait()
c = script.Parent.Parent:GetChildren()
for i = 1, #c do
if c[i].className == &quot;Seat&quot; or c[i].className == &quot;Part&quot; then
c[i]:MakeJoints()
end
end

function Check()
if h.Health == h.MaxHealth then
return true
else return end
end

repeat wait(timeForBuilding) 
h.Health = h.Health + regenerationRate
until Check()

script.Parent.Remover.Disabled = false

function fire(Target)
P = Instance.new(&quot;Part&quot;) 
Place0 = CFrame.new(script.Parent.CFrame.x,script.Parent.CFrame.y,script.Parent.CFrame.z) 
local Place1 = Target.Position --CFrame
P.formFactor = 0 
P.Size = Vector3.new(1,1,(Place0.p - Place1).magnitude) 
P.Name = &quot;Laser&quot; 
P.CFrame = CFrame.new((Place0.p + Place1)/2,Place0.p) 
P.Parent = game.Workspace 
P.BrickColor = BrickColor.new(&quot;Bright yellow&quot;) 
P.Anchored = true 
P.CanCollide = false 
P.Locked = true 
P.BottomSurface = &quot;Smooth&quot; 
P.TopSurface = &quot;Smooth&quot;



m = Instance.new(&quot;BlockMesh&quot;)
m.Parent = P
m.Scale = Vector3.new(0.2,0.2,1)
wait() 
P.Transparency=0.1  
wait() 
P.Transparency=0.3 
wait() 
P.Transparency=0.4  
wait() 
P.Transparency=0.6 
wait() 
P.Transparency=0.7 
wait() 
P.Transparency=0.9 
wait() 
P.Parent = nil 
Target.Parent.Zombie.Health = Target.Parent.Zombie.Health - dmg
end

--[[function fire(pos)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;missile.CFrame = CFrame.new(script.Parent.CFrame * Vector3.new(0,0,-6), pos)

   local m = Instance.new(&quot;SpecialMesh&quot;)
&#9;m.MeshType = &quot;Sphere&quot;
&#9;m.Scale = Vector3.new(0.5,0.5,0.5) -- How big the bullet will look; change if you want
&#9;m.Parent = missile

&#9;missile.Size = Vector3.new(1,1,1)

&#9;missile.Velocity = pos * 500

&#9;missile.Shape = 1

&#9;missile.BottomSurface = 0

&#9;missile.TopSurface = 0

&#9;missile.Name = &quot;Ball&quot;

&#9;missile.Elasticity = 0

&#9;missile.Reflectance = .1

&#9;missile.Friction = .3

&#9;missile.CanCollide = false

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,6)



&#9;local force = Instance.new(&quot;BodyForce&quot;)

&#9;force.force = Vector3.new(0,200,0)

&#9;force.Parent = missile

--&#9;local newscript = script.Parent.Damage:clone()
--&#9;newscript.Disabled = false
--&#9;newscript.Parent = missile

&#9;script.Parent.BrickCleanup:clone().Parent = missile

&#9;newscript = script.Parent.Paintball:clone()

&#9;newscript.Disabled = false

&#9;newscript.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)

&#9;creator_tag.Value = script.Parent

&#9;creator_tag.Name = &quot;creator&quot;

&#9;creator_tag.Parent = missile

&#9;missile.Parent = workspace
end--]]

script.Parent:MakeJoints()

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = range
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

while true do
&#9;&#9;wait()
      script.Parent.Parent.Name = &quot;Turret Ammunition: &quot; ..h.Health.. &quot; ||| Range: &quot; ..range
      print(&quot;SELECTING UNIT&quot;)
&#9;&#9;local target = findNearestTorso(script.Parent.Parent.Torso.Position)
&#9;&#9;print(target)
&#9;&#9;if target ~= nil and h.Health &gt; 0 then
      print(&quot;FIRING&quot;)
&#9;&#9;script.Parent.CFrame = CFrame.new(script.Parent.Parent.Torso.Position, target.Position)
&#9;&#9;local targetPos = h.TargetPoint
&#9;&#9;local lookAt = (targetPos - script.Parent.Position).unit
&#9;&#9;fire(target)
      h.Health = h.Health - 1
      print(&quot;FIRED&quot;)
      wait(cooldown)
else
&#9;&#9;script.Parent.Parent.Name = &quot;Awaiting nearby enemies... ||| Range: &quot; ..range
&#9;&#9;print(&quot;MUMAMIAA&quot;)
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="BlockMesh" referent="RBX3207">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3208">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

while wait() do

if h.Health &lt; 1 then
script.Parent.AimScript.Disabled = true
script.Parent.Parent.Name = &quot;Turret expired!&quot;
wait(10)
script.Parent.Parent:remove()

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3209">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>19.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<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">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>3.60000014</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX3210">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>3.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3211">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>24.2000008</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Torso</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>6</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX3212">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>0.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyPosition" referent="RBX3213">
							<Properties>
								<float name="D">1250</float>
								<string name="Name">BodyPosition</string>
								<float name="P">10000</float>
								<Vector3 name="maxForce">
									<X>4000</X>
									<Y>4000</Y>
									<Z>4000</Z>
								</Vector3>
								<Vector3 name="position">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyGyro" referent="RBX3214">
							<Properties>
								<float name="D">500</float>
								<string name="Name">BodyGyro</string>
								<float name="P">3000</float>
								<CoordinateFrame name="cframe">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<Vector3 name="maxTorque">
									<X>400000</X>
									<Y>0</Y>
									<Z>400000</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3215">
					<Properties>
						<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">Building Sniper Turret...</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX3216">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>17.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.200000003</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>0.400000006</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX3217">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3218">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>-70</X>
								<Y>18.4000072</Y>
								<Z>-18.0000153</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Turret</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.200000003</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2.4000001</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX3219">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">AimScript</string>
								<ProtectedString name="Source">cooldown = 4.5 --0.5, how fast until it recharges to launch another bullet
range = 125 --100, how far can the turret sense if a enemy is nearby
timeForBuilding = 0.5 --0, adds the regenerationRate by the number here
regenerationRate = 1 --1, how much it adds to the building queue
totalBuildTime = 90 --100, the total health OR ammo
dmg = 505 --20, damage of the turret

hu = Instance.new(&quot;Humanoid&quot;)
hu.Name = &quot;TurretH&quot;
hu.MaxHealth = totalBuildTime
hu.Health = 1
hu.Parent = script.Parent.Parent

script.Parent.Parent:MakeJoints()

wait(0.5)

h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

print(&quot;Working Turret!&quot;)

wait()
c = script.Parent.Parent:GetChildren()
for i = 1, #c do
if c[i].className == &quot;Seat&quot; or c[i].className == &quot;Part&quot; then
c[i]:MakeJoints()
end
end

function Check()
if h.Health == h.MaxHealth then
return true
else return end
end

repeat wait(timeForBuilding) 
h.Health = h.Health + regenerationRate
until Check()

script.Parent.Remover.Disabled = false

function fire(Target)
P = Instance.new(&quot;Part&quot;) 
Place0 = CFrame.new(script.Parent.CFrame.x,script.Parent.CFrame.y,script.Parent.CFrame.z) 
local Place1 = Target.Position --CFrame
P.formFactor = 0 
P.Size = Vector3.new(1,1,(Place0.p - Place1).magnitude) 
P.Name = &quot;Laser&quot; 
P.CFrame = CFrame.new((Place0.p + Place1)/2,Place0.p) 
P.Parent = game.Workspace 
P.BrickColor = BrickColor.new(&quot;Bright yellow&quot;) 
P.Anchored = true 
P.CanCollide = false 
P.Locked = true 
P.BottomSurface = &quot;Smooth&quot; 
P.TopSurface = &quot;Smooth&quot;



m = Instance.new(&quot;BlockMesh&quot;)
m.Parent = P
m.Scale = Vector3.new(0.2,0.2,1)
wait() 
P.Transparency=0.1  
wait() 
P.Transparency=0.3 
wait() 
P.Transparency=0.4  
wait() 
P.Transparency=0.6 
wait() 
P.Transparency=0.7 
wait() 
P.Transparency=0.9 
wait() 
P.Parent = nil 
Target.Parent.Zombie.Health = Target.Parent.Zombie.Health - dmg
end

--[[function fire(pos)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;missile.CFrame = CFrame.new(script.Parent.CFrame * Vector3.new(0,0,-6), pos)

   local m = Instance.new(&quot;SpecialMesh&quot;)
&#9;m.MeshType = &quot;Sphere&quot;
&#9;m.Scale = Vector3.new(0.5,0.5,0.5) -- How big the bullet will look; change if you want
&#9;m.Parent = missile

&#9;missile.Size = Vector3.new(1,1,1)

&#9;missile.Velocity = pos * 500

&#9;missile.Shape = 1

&#9;missile.BottomSurface = 0

&#9;missile.TopSurface = 0

&#9;missile.Name = &quot;Ball&quot;

&#9;missile.Elasticity = 0

&#9;missile.Reflectance = .1

&#9;missile.Friction = .3

&#9;missile.CanCollide = false

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,6)



&#9;local force = Instance.new(&quot;BodyForce&quot;)

&#9;force.force = Vector3.new(0,200,0)

&#9;force.Parent = missile

--&#9;local newscript = script.Parent.Damage:clone()
--&#9;newscript.Disabled = false
--&#9;newscript.Parent = missile

&#9;script.Parent.BrickCleanup:clone().Parent = missile

&#9;newscript = script.Parent.Paintball:clone()

&#9;newscript.Disabled = false

&#9;newscript.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)

&#9;creator_tag.Value = script.Parent

&#9;creator_tag.Name = &quot;creator&quot;

&#9;creator_tag.Parent = missile

&#9;missile.Parent = workspace
end--]]

script.Parent:MakeJoints()

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = range
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

while true do
&#9;&#9;wait()
      script.Parent.Parent.Name = &quot;Turret Ammunition: &quot; ..h.Health.. &quot; ||| Range: &quot; ..range
      print(&quot;SELECTING UNIT&quot;)
&#9;&#9;local target = findNearestTorso(script.Parent.Parent.Torso.Position)
&#9;&#9;print(target)
&#9;&#9;if target ~= nil and h.Health &gt; 0 then
      print(&quot;FIRING&quot;)
&#9;&#9;script.Parent.CFrame = CFrame.new(script.Parent.Parent.Torso.Position, target.Position)
&#9;&#9;local targetPos = h.TargetPoint
&#9;&#9;local lookAt = (targetPos - script.Parent.Position).unit
&#9;&#9;fire(target)
      h.Health = h.Health - 1
      print(&quot;FIRED&quot;)
      wait(cooldown)
else
&#9;&#9;script.Parent.Parent.Name = &quot;Awaiting nearby enemies... ||| Range: &quot; ..range
&#9;&#9;print(&quot;MUMAMIAA&quot;)
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="BlockMesh" referent="RBX3220">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3221">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

while wait() do

if h.Health &lt; 1 then
script.Parent.AimScript.Disabled = true
script.Parent.Parent.Name = &quot;Turret expired!&quot;
wait(10)
script.Parent.Parent:remove()

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3222">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>19.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Head</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.200000003</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>3.60000014</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX3223">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>3.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX3224">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>24.2000008</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Torso</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.200000003</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>6</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX3225">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>0.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyPosition" referent="RBX3226">
							<Properties>
								<float name="D">1250</float>
								<string name="Name">BodyPosition</string>
								<float name="P">10000</float>
								<Vector3 name="maxForce">
									<X>4000</X>
									<Y>4000</Y>
									<Z>4000</Z>
								</Vector3>
								<Vector3 name="position">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyGyro" referent="RBX3227">
							<Properties>
								<float name="D">500</float>
								<string name="Name">BodyGyro</string>
								<float name="P">3000</float>
								<CoordinateFrame name="cframe">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<Vector3 name="maxTorque">
									<X>400000</X>
									<Y>0</Y>
									<Z>400000</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3228">
					<Properties>
						<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">BoulderModel</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX3229">
						<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>6.5</X>
								<Y>45.4000015</Y>
								<Z>0.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">1</float>
							<float name="Friction">0</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">816</token>
							<string name="Name">TankBoulder</string>
							<float name="Reflectance">0.200000003</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.899999976</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>5</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX3230">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX3231">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">ball = script.Parent.TankBoulder
damage = 35
function onTouched(hit) 
if not hit.Parent or hit.Name == &quot;Bullet&quot; or hit.Name == &quot;Paintball&quot; or hit.Parent.Name == &quot;Zombie&quot; then return end
if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
hit.Parent.Humanoid:TakeDamage(damage)
else
print(&quot;FRIENDLY FIYA!&quot;)
end
end
ball.Touched:connect(onTouched) 



</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX3232">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<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">Pipebomb</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Script" referent="RBX3233">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">Tool = script.Parent
VELOCITY = 100 -- constant
local Enabled = true 

local Pellet = script.Parent.Handle:clone()
Pellet.BrickColor = BrickColor.new(2)
script.Parent.Explosives:clone().Parent = Pellet
script.Parent.Script:clone().Parent = Pellet
script.Parent.Deh:clone().Parent = Pellet

function fire(mouse_pos)

&#9;script.Parent.Value.Value = 1
-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = mouse_pos - launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = Pellet:clone()
        

&#9;&#9;

&#9;missile.Position = launch
&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY

&#9;missile.Explosives.Disabled = false
&#9;missile.Deh.Disabled = false

&#9;missile.Name = &quot;PipeBomb&quot;
&#9;missile.Anchored = false
&#9;missile.CanCollide = true

&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end





function onActivated()

&#9;if script.Parent.Value.Value == 1 then
&#9;&#9;wait(0)
&#9;&#9;Tool.Parent = nil
&#9;else

&#9;&#9;Enabled = false

&#9;&#9;local character = Tool.Parent;
&#9;&#9;local humanoid = character.Humanoid
&#9;&#9;if humanoid == nil then
&#9;&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;&#9;return 
&#9;&#9;end

&#9;&#9;local targetPos = humanoid.TargetPoint

&#9;&#9;fire(targetPos)
&#9;&#9;wait(0)
&#9;&#9;Tool.Parent = nil
&#9;end
end

script.Parent.Activated:connect(onActivated)


</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3234">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Welding</string>
							<ProtectedString name="Source">function Weld(x,y)
&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;W.Part0 = x
&#9;W.Part1 = y
&#9;local CJ = CFrame.new(x.Position)
&#9;local C0 = x.CFrame:inverse()*CJ
&#9;local C1 = y.CFrame:inverse()*CJ
&#9;W.C0 = C0
&#9;W.C1 = C1
&#9;W.Parent = x
end

function Get(A)
&#9;if A.className == &quot;Part&quot; then
&#9;&#9;Weld(script.Parent.Handle, A)
&#9;&#9;A.Anchored = false
&#9;else
&#9;&#9;local C = A:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;Get(C[i])
&#9;&#9;end
&#9;end
end

function Finale()
&#9;Get(script.Parent)
end

script.Parent.Equipped:connect(Finale)
script.Parent.Unequipped:connect(Finale)
Finale()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX3235">
						<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">1003</int>
							<CoordinateFrame name="CFrame">
								<X>0.5</X>
								<Y>510.600006</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0.5</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.60000002</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX3236">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX3237">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
&#9;mouse.Icon =&quot;rbxasset://textures\\GunCursor.png&quot;
&#9;&#9;end



Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3238">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">function onTouched()
script.Parent.Anchored = true
script.Parent.CanCollide = false
end

connection = script.Parent.Touched:connect(onTouched)</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3239">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Deh</string>
							<ProtectedString name="Source">local tool = script.Parent
wait(12)
if tool.Parent ~= nil then
tool.Parent = nil
end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX3240">
						<Properties>
							<string name="Name">Value</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3241">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Explosives</string>
							<ProtectedString name="Source">time = 10

m = Instance.new(&quot;Part&quot;)
m.Size = Vector3.new(1,1,1)
m.Position = script.Parent.Position
m.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
m.Shape = &quot;Ball&quot;
m.Transparency = 0
m.CanCollide = false
m.Anchored = true

function onTouched(hit)
if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
hit.Parent:findFirstChild(&quot;Zombie&quot;).Health = hit.Parent:findFirstChild(&quot;Zombie&quot;).Health - 43
end
end

connection = script.Parent.Touched:connect(onTouched)

wait(time)

m.Parent = script.Parent

duh = m.Touched:connect(onTouched)

while m.Transparency &lt; 1 do

wait()
m.Size = m.Size + Vector3.new(5.5,5.5,5.5)
m.Transparency = m.Transparency + 0.1
m.CFrame = script.Parent.CFrame

end

duh:disconnect()
script.Parent:remove()
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3242">
					<Properties>
						<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">Hunter1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3243">
						<Properties>
							<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">Hunter</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3244">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-30</X>
									<Y>3.4000001</Y>
									<Z>-99.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3245">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3246">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3247">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3248">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3249">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3250">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-29.5</X>
									<Y>1.39999998</Y>
									<Z>-99.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3251">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-30.5</X>
									<Y>1.39999998</Y>
									<Z>-99.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3252">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>-31.5</X>
									<Y>3.4000001</Y>
									<Z>-99.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3253">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>-28.5</X>
									<Y>3.4000001</Y>
									<Z>-99.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3254">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.WalkSpeed = 25
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;
&#9;
&#9;script.Parent.Script.Disabled = true
--&#9;script.Parent.TargetJumpAt.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

&#9;&#9;h = Instance.new(&quot;Hat&quot;)
&#9;&#9;p = Instance.new(&quot;Part&quot;)
&#9;&#9;h.Name = &quot;Viridian Hood&quot;
&#9;&#9;p.Parent = h
&#9;&#9;p.Position = script.Parent:findFirstChild(&quot;Head&quot;).Position
&#9;&#9;p.Name = &quot;Handle&quot; 
&#9;&#9;p.formFactor = 0
&#9;&#9;p.Size = Vector3.new(2, 0.1, 2) 
&#9;&#9;p.BottomSurface = 0 
&#9;&#9;p.TopSurface = 0 
&#9;&#9;p.Locked = true 
&#9;&#9;script.Parent.Mesh:clone().Parent = p
&#9;&#9;h.Parent = script.Parent
&#9;&#9;h.AttachmentForward = Vector3.new(-0, -0, -1)
&#9;&#9;h.AttachmentPos = Vector3.new(0, 0, 0)
&#9;&#9;h.AttachmentRight = Vector3.new(1, 0, 0)
&#9;&#9;h.AttachmentUp = Vector3.new(0, 1, 0)

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3255">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>-30</X>
									<Y>4.9000001</Y>
									<Z>-99.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3256">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3257">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3258">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3259">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3260">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3261">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3262">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3263">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3264">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3265">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3266">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3267">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3268">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3269">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3270">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3271">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3272">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3273">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=42068342</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3274">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3275">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(1.5) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3276">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3277">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX3278">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=16952952</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1.04999995</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=16952946</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3279">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,3)

if m == 3 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3280">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3281">
					<Properties>
						<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">Smoker2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3282">
						<Properties>
							<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">Smoker</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3283">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>247</X>
									<Y>3.4000001</Y>
									<Z>128.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3284">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3285">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3286">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3287">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3288">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3289">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>247.5</X>
									<Y>1.39999998</Y>
									<Z>128.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3290">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>246.5</X>
									<Y>1.39999998</Y>
									<Z>128.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3291">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>245.5</X>
									<Y>3.4000001</Y>
									<Z>128.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3292">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>248.5</X>
									<Y>3.4000001</Y>
									<Z>128.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3293">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3294">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>247</X>
									<Y>4.9000001</Y>
									<Z>128.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3295">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3296">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3297">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3298">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3299">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3300">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3301">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3302">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3303">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3304">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3305">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3306">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3307">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3308">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3309">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3310">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3311">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3312">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3313">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(30) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3314">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3315">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Removal</string>
								<ProtectedString name="Source">while true do
wait()
if (script.Parent.Name ~= &quot;SelectionPartLasso&quot;) then return end
wait(3)
script.Parent:Remove()
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3316">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3317">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">dist = 15

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
human = v.Character.Humanoid
tongue = Instance.new(&quot;SelectionPartLasso&quot;) 
pull = Instance.new(&quot;BodyPosition&quot;) 
tongue.Parent = game.Workspace 
tongue.Humanoid = human 
tongue.Part = script.Parent.Head
tongue.Color = BrickColor.new(&quot;Bright red&quot;) 
script.Parent.Removal:clone().Parent = tongue
human.Sit = true
wait(1)
pull.Parent = human.Parent.Torso 
pull.position = script.Parent.Head.Position
wait(2)
pull:remove()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3318">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3319">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3320">
					<Properties>
						<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">Smoker1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3321">
						<Properties>
							<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">Smoker</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3322">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>3.4000001</Y>
									<Z>248.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3323">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3324">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3325">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3326">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3327">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3328">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>67.5</X>
									<Y>1.39999998</Y>
									<Z>248.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3329">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>66.5</X>
									<Y>1.39999998</Y>
									<Z>248.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3330">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>65.5</X>
									<Y>3.4000001</Y>
									<Z>248.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3331">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>68.5</X>
									<Y>3.4000001</Y>
									<Z>248.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3332">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3333">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>4.9000001</Y>
									<Z>248.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
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								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3334">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
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										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
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									</CoordinateFrame>
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										<R20>0</R20>
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									</CoordinateFrame>
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									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3335">
								<Properties>
									<CoordinateFrame name="C0">
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									</CoordinateFrame>
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								</Properties>
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							<Item class="Weld" referent="RBX3336">
								<Properties>
									<CoordinateFrame name="C0">
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										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
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										<R22>1</R22>
									</CoordinateFrame>
									<string name="Name">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3337">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</Y>
										<Z>0</Z>
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										<R02>0</R02>
										<R10>0</R10>
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										<R20>0</R20>
										<R21>0</R21>
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									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</Y>
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										<R00>1</R00>
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										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
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									</CoordinateFrame>
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									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
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								<Properties>
									<CoordinateFrame name="C0">
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									</CoordinateFrame>
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								<Properties>
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								<Properties>
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									</CoordinateFrame>
									<CoordinateFrame name="C1">
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							<Item class="SpecialMesh" referent="RBX3345">
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									<Vector3 name="Offset">
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									</Vector3>
									<Vector3 name="Scale">
										<X>1.25</X>
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									<Vector3 name="VertexColor">
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								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3346">
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									<string name="Name">Decal</string>
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									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
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									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3348">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3349">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3350">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3351">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3352">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(30) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3353">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3354">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Removal</string>
								<ProtectedString name="Source">while true do
wait()
if (script.Parent.Name ~= &quot;SelectionPartLasso&quot;) then return end
wait(3)
script.Parent:Remove()
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3355">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3356">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">dist = 15

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
human = v.Character.Humanoid
tongue = Instance.new(&quot;SelectionPartLasso&quot;) 
pull = Instance.new(&quot;BodyPosition&quot;) 
tongue.Parent = game.Workspace 
tongue.Humanoid = human 
tongue.Part = script.Parent.Head
tongue.Color = BrickColor.new(&quot;Bright red&quot;) 
script.Parent.Removal:clone().Parent = tongue
human.Sit = true
wait(1)
pull.Parent = human.Parent.Torso 
pull.position = script.Parent.Head.Position
wait(2)
pull:remove()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3357">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3358">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3359">
					<Properties>
						<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">Smoker3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3360">
						<Properties>
							<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">Smoker</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3361">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>-64</X>
									<Y>3.4000001</Y>
									<Z>-67.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3362">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3363">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3364">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3365">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3366">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3367">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>-63.5</X>
									<Y>1.39999998</Y>
									<Z>-67.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3368">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>-64.5</X>
									<Y>1.39999998</Y>
									<Z>-67.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3369">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>-65.5</X>
									<Y>3.4000001</Y>
									<Z>-67.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3370">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>-62.5</X>
									<Y>3.4000001</Y>
									<Z>-67.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3371">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3372">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>-64</X>
									<Y>4.9000001</Y>
									<Z>-67.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3373">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3374">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3375">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3376">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3377">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3378">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3379">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3380">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3381">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3382">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3383">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3384">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3385">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3386">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3387">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3388">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3389">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3390">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3391">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(30) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3392">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3393">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Removal</string>
								<ProtectedString name="Source">while true do
wait()
if (script.Parent.Name ~= &quot;SelectionPartLasso&quot;) then return end
wait(3)
script.Parent:Remove()
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3394">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3395">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">dist = 15

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
human = v.Character.Humanoid
tongue = Instance.new(&quot;SelectionPartLasso&quot;) 
pull = Instance.new(&quot;BodyPosition&quot;) 
tongue.Parent = game.Workspace 
tongue.Humanoid = human 
tongue.Part = script.Parent.Head
tongue.Color = BrickColor.new(&quot;Bright red&quot;) 
script.Parent.Removal:clone().Parent = tongue
human.Sit = true
wait(1)
pull.Parent = human.Parent.Torso 
pull.position = script.Parent.Head.Position
wait(2)
pull:remove()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3396">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3397">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3398">
					<Properties>
						<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">Tank1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3399">
						<Properties>
							<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">Tank</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3400">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-99.5</X>
									<Y>3.4000001</Y>
									<Z>120</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3401">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3402">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3403">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3404">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3405">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3406">
							<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>-99.5</X>
									<Y>1.39999998</Y>
									<Z>120.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.56953573e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3407">
							<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>-99.5</X>
									<Y>1.39999998</Y>
									<Z>119.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.53237335e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3408">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-99.5</X>
									<Y>3.4000001</Y>
									<Z>118.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3409">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-99.5</X>
									<Y>3.4000001</Y>
									<Z>121.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3410">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.MaxHealth = 7000
humanoiddsz.Health = humanoiddsz.MaxHealth

--game.Lighting.Walk:clone().Parent = script.Parent

Me = script.Parent
Suit = game.Lighting.TankSuit

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for i,v in pairs(Me:GetChildren()) do
if v:IsA(&quot;BasePart&quot;) then
v.Transparency = 1
end
end

&#9;if Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;Me.Head.Transparency = 0.9
&#9;&#9;local g = Suit.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

script.Parent:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3411">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-99.5</X>
									<Y>4.9000001</Y>
									<Z>120</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3412">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3413">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3414">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3415">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3416">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3417">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3418">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3419">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3420">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3421">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3422">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3423">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3424">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3425">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(50) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3426">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3427">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3428">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function fire()


-- find player&apos;s head pos
bin = script.Parent
VELOCITY = 85 -- constant

&#9;local head = script.Parent:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = game.Lighting.BoulderModel:clone()
        

&#9;&#9;

&#9;missile.TankBoulder.Position = launch
&#9;missile.TankBoulder.Velocity = script.Parent.Head.CFrame.lookVector*90+Vector3.new(0,20,0)

&#9;print(&quot;Pos X:&quot;, launch.x, &quot;Y:&quot;, launch.y, &quot;Z:&quot;, launch.z)
&#9;print(&quot;Vel X:&quot;, vx, &quot;Y:&quot;, vy, &quot;Z:&quot;, vz)

&#9;missile.PelletScript.Disabled = false
&#9;
&#9;missile.Parent = game.Workspace

end

dist = 20

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
fire()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3429">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3430">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3431">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3432">
					<Properties>
						<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">Tank2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3433">
						<Properties>
							<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">Tank</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3434">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>236.5</X>
									<Y>3.4000001</Y>
									<Z>154</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3435">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3436">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3437">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3438">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3439">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3440">
							<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>236.5</X>
									<Y>1.39999998</Y>
									<Z>154.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.56953573e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3441">
							<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>236.5</X>
									<Y>1.39999998</Y>
									<Z>153.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.53237335e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3442">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>236.5</X>
									<Y>3.4000001</Y>
									<Z>152.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3443">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>236.5</X>
									<Y>3.4000001</Y>
									<Z>155.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3444">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.MaxHealth = 7000
humanoiddsz.Health = humanoiddsz.MaxHealth

--game.Lighting.Walk:clone().Parent = script.Parent

Me = script.Parent
Suit = game.Lighting.TankSuit

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for i,v in pairs(Me:GetChildren()) do
if v:IsA(&quot;BasePart&quot;) then
v.Transparency = 1
end
end

&#9;if Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;Me.Head.Transparency = 0.9
&#9;&#9;local g = Suit.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

script.Parent:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3445">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>236.5</X>
									<Y>4.9000001</Y>
									<Z>154</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3446">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3447">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3448">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3449">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3450">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3451">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3452">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3453">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3454">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3455">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3456">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3457">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3458">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3459">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(50) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3460">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3461">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3462">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function fire()


-- find player&apos;s head pos
bin = script.Parent
VELOCITY = 85 -- constant

&#9;local head = script.Parent:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = game.Lighting.BoulderModel:clone()
        

&#9;&#9;

&#9;missile.TankBoulder.Position = launch
&#9;missile.TankBoulder.Velocity = script.Parent.Head.CFrame.lookVector*90+Vector3.new(0,20,0)

&#9;print(&quot;Pos X:&quot;, launch.x, &quot;Y:&quot;, launch.y, &quot;Z:&quot;, launch.z)
&#9;print(&quot;Vel X:&quot;, vx, &quot;Y:&quot;, vy, &quot;Z:&quot;, vz)

&#9;missile.PelletScript.Disabled = false
&#9;
&#9;missile.Parent = game.Workspace

end

dist = 20

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
fire()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3463">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3464">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3465">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3466">
					<Properties>
						<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">Tank3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3467">
						<Properties>
							<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">Tank</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3468">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>10.5</X>
									<Y>3.4000001</Y>
									<Z>-134</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3469">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3470">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3471">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3472">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3473">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3474">
							<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>10.5</X>
									<Y>1.39999998</Y>
									<Z>-133.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.56953573e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3475">
							<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>10.5</X>
									<Y>1.39999998</Y>
									<Z>-134.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.53237335e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3476">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>10.5</X>
									<Y>3.4000001</Y>
									<Z>-135.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3477">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>10.5</X>
									<Y>3.4000001</Y>
									<Z>-132.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3478">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.MaxHealth = 7000
humanoiddsz.Health = humanoiddsz.MaxHealth

--game.Lighting.Walk:clone().Parent = script.Parent

Me = script.Parent
Suit = game.Lighting.TankSuit

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for i,v in pairs(Me:GetChildren()) do
if v:IsA(&quot;BasePart&quot;) then
v.Transparency = 1
end
end

&#9;if Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;Me.Head.Transparency = 0.9
&#9;&#9;local g = Suit.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

script.Parent:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3479">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>10.5</X>
									<Y>4.9000001</Y>
									<Z>-134</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3480">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3481">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3482">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3483">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3484">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3485">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3486">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3487">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3488">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3489">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3490">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3491">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3492">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3493">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(50) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3494">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3495">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3496">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function fire()


-- find player&apos;s head pos
bin = script.Parent
VELOCITY = 85 -- constant

&#9;local head = script.Parent:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = game.Lighting.BoulderModel:clone()
        

&#9;&#9;

&#9;missile.TankBoulder.Position = launch
&#9;missile.TankBoulder.Velocity = script.Parent.Head.CFrame.lookVector*90+Vector3.new(0,20,0)

&#9;print(&quot;Pos X:&quot;, launch.x, &quot;Y:&quot;, launch.y, &quot;Z:&quot;, launch.z)
&#9;print(&quot;Vel X:&quot;, vx, &quot;Y:&quot;, vy, &quot;Z:&quot;, vz)

&#9;missile.PelletScript.Disabled = false
&#9;
&#9;missile.Parent = game.Workspace

end

dist = 20

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
fire()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3497">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3498">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3499">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3500">
					<Properties>
						<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">Zombie1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3501">
						<Properties>
							<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">Zombie</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3502">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>117</X>
									<Y>3.4000001</Y>
									<Z>248.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3503">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3504">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3505">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3506">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3507">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3508">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>116.5</X>
									<Y>1.39999998</Y>
									<Z>248.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3509">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>117.5</X>
									<Y>1.39999998</Y>
									<Z>248.5</Z>
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									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3510">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>118.5</X>
									<Y>3.4000001</Y>
									<Z>248.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3511">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>115.5</X>
									<Y>3.4000001</Y>
									<Z>248.5</Z>
									<R00>1</R00>
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									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3512">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3513">
							<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">29</int>
								<CoordinateFrame name="CFrame">
									<X>117</X>
									<Y>4.9000001</Y>
									<Z>248.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3514">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3515">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3516">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3517">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3518">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3519">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3520">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3521">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3522">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3523">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3524">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3525">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3526">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3527">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3528">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3529">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3530">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3531">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3532">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(40) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else 
script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3533">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3534">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3535">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3536">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3537">
					<Properties>
						<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">Zombie3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3538">
						<Properties>
							<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">Zombie</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3539">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>3.4000001</Y>
									<Z>-50</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3540">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3541">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3542">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3543">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3544">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3545">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>1.39999998</Y>
									<Z>-49.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.56953573e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3546">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>1.39999998</Y>
									<Z>-50.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.53237335e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3547">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>3.4000001</Y>
									<Z>-51.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3548">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>3.4000001</Y>
									<Z>-48.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3549">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3550">
							<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">29</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>4.9000001</Y>
									<Z>-50</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3551">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3552">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3553">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3554">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3555">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3556">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3557">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3558">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3559">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3560">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3561">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3562">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3563">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3564">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3565">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3566">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3567">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3568">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3569">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(40) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else 
script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3570">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3571">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3572">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3573">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3574">
					<Properties>
						<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">Zombie2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3575">
						<Properties>
							<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">Zombie</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3576">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>57</X>
									<Y>3.4000001</Y>
									<Z>-129.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3577">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3578">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3579">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3580">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3581">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3582">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>56.5</X>
									<Y>1.39999998</Y>
									<Z>-129.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3583">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>57.5</X>
									<Y>1.39999998</Y>
									<Z>-129.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3584">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>58.5</X>
									<Y>3.4000001</Y>
									<Z>-129.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3585">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>55.5</X>
									<Y>3.4000001</Y>
									<Z>-129.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3586">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3587">
							<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">29</int>
								<CoordinateFrame name="CFrame">
									<X>57</X>
									<Y>4.9000001</Y>
									<Z>-129.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX3588">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3589">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3590">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3591">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3592">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3593">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3594">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3595">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3596">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3597">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX3598">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX3599">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3600">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3601">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3602">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3603">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX3604">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX3605">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3606">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(40) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else 
script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3607">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3608">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3609">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3610">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3611">
					<Properties>
						<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">StellaDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3612">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3613">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>28.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3614">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>29.3000374</Y>
									<Z>20.5158234</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX3615">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=13070796</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=14408938</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3616">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>63.9592133</X>
									<Y>28.0710068</Y>
									<Z>19.9634857</Z>
									<R00>0.0123407841</R00>
									<R01>0.0182905793</R01>
									<R02>-0.999756575</R02>
									<R10>0.932384849</R10>
									<R11>0.361012995</R11>
									<R12>0.0181139056</R12>
									<R20>0.361256421</R20>
									<R21>-0.932381451</R21>
									<R22>-0.0125986747</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3617">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>62.8288879</X>
									<Y>26.3209572</Y>
									<Z>19.6722412</Z>
									<R00>-0.900381804</R00>
									<R01>-0.113134757</R01>
									<R02>-0.420116246</R02>
									<R10>0.378537953</R10>
									<R11>0.272331357</R11>
									<R12>-0.884612143</R12>
									<R20>0.214490369</R20>
									<R21>-0.955526173</R21>
									<R22>-0.202370524</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>3</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3618">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>63.2928848</X>
									<Y>25.831234</Y>
									<Z>19.7595215</Z>
									<R00>-0.994208455</R00>
									<R01>0.0736375824</R01>
									<R02>-0.078245312</R02>
									<R10>0.0948416218</R10>
									<R11>0.25919646</R11>
									<R12>-0.961155891</R12>
									<R20>-0.0504964255</R20>
									<R21>-0.963012457</R21>
									<R22>-0.264677525</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>3</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3619">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
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									<X>1</X>
									<Y>0.400000006</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX3636">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3637">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>63.5</X>
									<Y>26.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX3638">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3639">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64.5</X>
									<Y>26.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="HopperBin" referent="RBX3640">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">MG Turret</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="LocalScript" referent="RBX3641">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">placed = false 
timeForMoving = 15
char = script.Parent.Parent.Parent.Character

item = game.Lighting:findFirstChild(&quot;Building Machine Gun Turret...&quot;)

function button(mouse)
mt = mouse.Hit.p
placed = true 
if mt == nil then 
print(&quot;No target found within the sky!&quot;) 
return 
else
itemCLone = item:clone()
--itemCLone.Parent = game.Workspace
for _,turret in pairs(itemCLone:GetChildren()) do
if turret:IsA(&quot;BasePart&quot;) then
--turret.CFrame = CFrame.new(Vector3.new(script.Parent.Parent.Parent.Character.Torso.Position))
--turret.Anchored = false
--itemCLone:MoveTo(itemCLone.Torso.Position, mt)
--turret.Anchored = true
--itemCLone.Torso.BodyPosition.position = script.Parent.Parent.Parent.Character.Torso.Position
wait(0.5)
if game.Workspace.GameScript.AllowTurrets.Value == true and placed == true then
&#9;itemCLone.Parent = game.Workspace.Turrets
&#9;itemCLone:MoveTo(mouse.hit.p + Vector3.new(0, 0, 0))
&#9;itemCLone:MakeJoints()
itemCLone:findFirstChild(&quot;Turret&quot;).AimScript.Disabled = false
--script.Parent.Parent.Parent.Character.Torso.CFrame = CFrame.new(Vector3.new(-64.5, 24.2, -17.5))
--script.Parent.Parent.Parent.PlayerGui.MessageGui.Info.Visible = true
script.Parent:remove()
else
print(&quot;Cannot put because it is in a middle of messaging!!&quot;)
end 
end
end
end
end

function selected(mouse) 
print(&quot;Place Turret tool selected!&quot;) 
if placed == true then return end 
mouse.Button1Down:connect(function() button(mouse) end) 
end 

script.Parent.Selected:connect(selected)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="HopperBin" referent="RBX3642">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">N Turret</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="LocalScript" referent="RBX3643">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">placed = false 
timeForMoving = 15
char = script.Parent.Parent.Parent.Character

item = game.Lighting:findFirstChild(&quot;Building Normal Turret...&quot;)

function button(mouse)
mt = mouse.Hit.p
placed = true 
if mt == nil then 
print(&quot;No target found within the sky!&quot;) 
return 
else
itemCLone = item:clone()
--itemCLone.Parent = game.Workspace
for _,turret in pairs(itemCLone:GetChildren()) do
if turret:IsA(&quot;BasePart&quot;) then
--turret.CFrame = CFrame.new(Vector3.new(script.Parent.Parent.Parent.Character.Torso.Position))
--turret.Anchored = false
--itemCLone:MoveTo(itemCLone.Torso.Position, mt)
--turret.Anchored = true
--itemCLone.Torso.BodyPosition.position = script.Parent.Parent.Parent.Character.Torso.Position
wait(0.5)
if game.Workspace.GameScript.AllowTurrets.Value == true and placed == true then
&#9;itemCLone.Parent = game.Workspace.Turrets
&#9;itemCLone:MoveTo(mouse.hit.p + Vector3.new(0, 0, 0))
&#9;itemCLone:MakeJoints()
itemCLone:findFirstChild(&quot;Turret&quot;).AimScript.Disabled = false
--script.Parent.Parent.Parent.Character.Torso.CFrame = CFrame.new(Vector3.new(-64.5, 24.2, -17.5))
--script.Parent.Parent.Parent.PlayerGui.MessageGui.Info.Visible = true
script.Parent:remove()
else
print(&quot;Cannot put because it is in a middle of messaging!!&quot;)
end 
end
end
end
end

function selected(mouse) 
print(&quot;Place Turret tool selected!&quot;) 
if placed == true then return end 
mouse.Button1Down:connect(function() button(mouse) end) 
end 

script.Parent.Selected:connect(selected)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="HopperBin" referent="RBX3644">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">S Turret</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="LocalScript" referent="RBX3645">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">placed = false 
timeForMoving = 15
char = script.Parent.Parent.Parent.Character

item = game.Lighting:findFirstChild(&quot;Building Sniper Turret...&quot;)

function button(mouse)
mt = mouse.Hit.p
placed = true 
if mt == nil then 
print(&quot;No target found within the sky!&quot;) 
return 
else
itemCLone = item:clone()
--itemCLone.Parent = game.Workspace
for _,turret in pairs(itemCLone:GetChildren()) do
if turret:IsA(&quot;BasePart&quot;) then
--turret.CFrame = CFrame.new(Vector3.new(script.Parent.Parent.Parent.Character.Torso.Position))
--turret.Anchored = false
--itemCLone:MoveTo(itemCLone.Torso.Position, mt)
--turret.Anchored = true
--itemCLone.Torso.BodyPosition.position = script.Parent.Parent.Parent.Character.Torso.Position
wait(0.5)
if game.Workspace.GameScript.AllowTurrets.Value == true and placed == true then
&#9;itemCLone.Parent = game.Workspace.Turrets
&#9;itemCLone:MoveTo(mouse.hit.p + Vector3.new(0, 0, 0))
&#9;itemCLone:MakeJoints()
itemCLone:findFirstChild(&quot;Turret&quot;).AimScript.Disabled = false
--script.Parent.Parent.Parent.Character.Torso.CFrame = CFrame.new(Vector3.new(-64.5, 24.2, -17.5))
--script.Parent.Parent.Parent.PlayerGui.MessageGui.Info.Visible = true
script.Parent:remove()
else
print(&quot;Cannot put because it is in a middle of messaging!!&quot;)
end 
end
end
end
end

function selected(mouse) 
print(&quot;Place Turret tool selected!&quot;) 
if placed == true then return end 
mouse.Button1Down:connect(function() button(mouse) end) 
end 

script.Parent.Selected:connect(selected)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3646">
					<Properties>
						<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">PaladinSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3647">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3648">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>27.1000004</Y>
									<Z>18.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3649">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>28.8999996</Y>
									<Z>18.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.60000002</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX3650">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1090446</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.00999999</X>
										<Y>0.850000024</Y>
										<Z>1.00999999</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=1090447</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3651">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1009</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>27.2044201</Y>
									<Z>17.7999992</Z>
									<R00>0.861721158</R00>
									<R01>1.00335101e-005</R01>
									<R02>-0.507382274</R02>
									<R10>-0.507382274</R10>
									<R11>1.70405765e-005</R11>
									<R12>-0.861721098</R12>
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										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3729">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3730">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>29</Y>
									<Z>18</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3731">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>29</Y>
									<Z>22</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX3732">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3733">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>37</Y>
									<Z>26</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3734">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>37</Y>
									<Z>14</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3735">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Humanoid&quot;
humanoidd.WalkSpeed = 16

script.Parent:MakeJoints()

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;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)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3736">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Humanoid&quot;)

enemy.Humanoid.MaxHealth = enemy.Health.Value
enemy.Humanoid.Health = enemy.Humanoid.MaxHealth

while true do
wait(1)
enemy.Humanoid:TakeDamage(1)
enemy.Name = &quot;[&quot; ..enemy.Humanoid.Health.. &quot;/&quot; ..enemy.Humanoid.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3737">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3738">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3739">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3740">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

script.Parent.Humanoid.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..math.random(15,999)
end)

wait(time)

script.Parent.Humanoid.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX3741">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3742">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3743">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Zombie&quot;)
&#9;if human ~= nil then
dmg = maxd.Value
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Torso&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX3744">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX3745">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>64</X>
							<Y>69.0999985</Y>
							<Z>20.3999996</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">VadarianSkill</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>32</X>
							<Y>5.20000029</Y>
							<Z>32</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX3746">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX3747">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3748">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3749">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 600

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;if hit.Parent:findFirstChild(&quot;OverKill&quot;) then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="CylinderMesh" referent="RBX3750">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>-1</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX3751">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Hurt</string>
						<ProtectedString name="Source">function touched(hit)
if hit.Parent:findFirstChild(&quot;Zombie&quot;) ~= nil then
human = hit.Parent[&quot;Zombie&quot;]
if hit.Parent:findFirstChild(&quot;OverKill&quot;) then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + 2000 end
human.Health = human.Health - 2000
else
print(&quot;Friendly fire!&quot;)
end
end

script.Parent.Touched:connect(touched)
</ProtectedString>
					</Properties>
				</Item>
				<Item class="Tool" referent="RBX3752">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-2</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">Claymore</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX3753">
						<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>63.5146141</X>
								<Y>24.5899944</Y>
								<Z>19.692997</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX3754">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11439778</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11439794</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX3755">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX3756">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX3757">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX3758">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX3759">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX3760">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX3761">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX3762">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX3763">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX3764">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 100

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX3765">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>66.5999908</X>
							<Y>34.4000511</Y>
							<Z>22.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">FatalShotSkill</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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX3766">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX3767">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3768">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3769">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 600

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
script.Parent.Mesh:clone().Parent = m
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX3770">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>0.649999976</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
							<Vector3 name="VertexColor">
								<X>3</X>
								<Y>3</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX3771">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.75</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">TempestBlades</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=68390214</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX3772">
						<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>64.375</X>
								<Y>25.8057632</Y>
								<Z>20.1650009</Z>
								<R00>1</R00>
								<R01>2.30753994e-009</R01>
								<R02>-4.31572189e-005</R02>
								<R10>-4.31572189e-005</R10>
								<R11>5.34682295e-005</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0.699999988</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">3</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>0.749999881</X>
								<Y>0.329999894</Y>
								<Z>3.42999649</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX3773">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=68253413 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.379999995</X>
									<Y>0.379999995</Y>
									<Z>0.379999995</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=68253521 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="NumberValue" referent="RBX3774">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX3775">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX3776">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 0
cryform = false

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.fsh.Value &lt; 1 then
&#9;&#9;stats.fsh.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,10)
&#9;&#9;if me:findFirstChild(&quot;Arm1&quot;) then
&#9;&#9;&#9;item = me.Arm1
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Arm2&quot;) then
&#9;&#9;&#9;item = me.Arm2
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Chest&quot;) then
&#9;&#9;&#9;item = me.Chest
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Leg1&quot;) then
&#9;&#9;&#9;item = me.Leg1
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Leg2&quot;) then
&#9;&#9;&#9;item = me.Leg2
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(500)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Strength.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 15
&#9;Wave.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;for i = 1 , 35 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;if me:findFirstChild(&quot;Arm1&quot;) then
&#9;&#9;&#9;item = me.Arm1
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Arm2&quot;) then
&#9;&#9;&#9;item = me.Arm2
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Chest&quot;) then
&#9;&#9;&#9;item = me.Chest
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Leg1&quot;) then
&#9;&#9;&#9;item = me.Leg1
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Leg2&quot;) then
&#9;&#9;&#9;item = me.Leg2
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.shoc.Value &lt; 1 and stats.FatalShot.Value == true then
&#9;&#9;stats.shoc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.FatalShotSkill:clone()
&#9;amnt = 5
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.douc.Value &lt; 1 and stats.Doubler.Value == true then
&#9;&#9;stats.douc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 5, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wavee.Size = Vector3.new(2, 20, 2)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, 0, -4)

&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(stats.Strength.Value)
&#9;&#9;&#9;end end)

&#9;myTorso = script.Parent.Parent.Torso

&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;&#9;for i = 1,35 do wait()
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, 0, -4)
&#9;&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;end
&#9;&#9;Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.pcfc.Value &lt; 1 and stats.PaladinCryForm.Value == true then
&#9;&#9;stats.pcfc.Value = 300
&#9;&#9;cryform = true
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.PaladinDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;cryform = false
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.reac.Value &lt; 1 and stats.Reaper.Value == true then
&#9;&#9;stats.reac.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 10
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
wait(0.3)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(0.3)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;if key==&quot;x&quot; then
&#9;&#9;if stats.dwc.Value &lt; 1 and stats.DarkWave.Value == true and cryform == true then
&#9;&#9;stats.dwc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really Black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 5, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
Wave:remove()
&#9;for i = 1,3 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerRocket:clone()
&#9;amnt = 10
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3777">
					<Properties>
						<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">PaladinDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3778">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3779">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>27.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3780">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>28.8999996</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.60000002</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX3781">
								<Properties>
									<token name="LODX">2</token>
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									<Y>0</Y>
									<Z>0</Z>
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									<Z>1</Z>
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							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX3802">
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						<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>59.6000023</X>
							<Y>25.6000004</Y>
							<Z>17.5</Z>
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							<R01>1</R01>
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							<R10>-1</R10>
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							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
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						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
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						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">RevolverBullet</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
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							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
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						<token name="shape">0</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX3803">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX3804">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3805">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3806">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 1200

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3807">
					<Properties>
						<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">DefendorDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3808">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
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								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3809">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BackSurfaceInput">0</token>
								<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>60</X>
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								<token name="Material">256</token>
								<string name="Name">Middle</string>
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								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
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									<X>0</X>
									<Y>0</Y>
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								</Vector3>
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									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3810">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>60</X>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
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								<float name="Friction">0.300000012</float>
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								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
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									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
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									<X>0</X>
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								</Vector3>
								<token name="formFactorRaw">2</token>
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									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX3811">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?ID=16190466</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
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										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?ID=37157158</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3812">
							<Properties>
								<bool name="Anchored">true</bool>
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								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
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									<Y>33.3771858</Y>
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								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
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								</Vector3>
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									<X>1</X>
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							</Properties>
						</Item>
						<Item class="Part" referent="RBX3813">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
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						</Item>
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						<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>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>1.20000005</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX3834">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX3835">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3836">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3837">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

for i = 1,40 do wait()
script.Parent.Mesh.Scale = script.Parent.Mesh.Scale + Vector3.new(0,1,0)
end

for i = 1,10 do wait()
script.Parent.Transparency = script.Parent.Transparency + 0.1
end

game:GetService(&quot;Debris&quot;):AddItem(script.Parent,3)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="BlockMesh" referent="RBX3838">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>0</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX3839">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>-66.8000031</X>
							<Y>10.5000086</Y>
							<Z>-137.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">GBossSkill</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>3</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX3840">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX3841">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3842">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3843">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 100

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3844">
					<Properties>
						<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">BLAH4</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX3845">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3846">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>49.9000015</Y>
									<Z>184</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX3847">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX3848">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3849">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>48.4000015</Y>
									<Z>184</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX3850">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX3851">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3852">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3853">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX3854">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3855">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>46.4000015</Y>
									<Z>183.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3856">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>46.4000015</Y>
									<Z>184.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX3857">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3858">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>48.4000015</Y>
									<Z>185.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX3859">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>48.4000015</Y>
									<Z>182.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3860">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3861">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3862">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3863">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)


while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX3864">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX3865">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3866">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3867">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX3868">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 300

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX3869">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX3870">
					<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>151.600006</X>
							<Y>58.6999855</Y>
							<Z>183.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">RevolverBossBullet</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX3871">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX3872">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3873">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3874">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 1200

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX3875">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">194</int>
						<CoordinateFrame name="CFrame">
							<X>152.5</X>
							<Y>58.7999992</Y>
							<Z>184.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>-1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">WallerBossSkill</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>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>1.20000005</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX3876">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX3877">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3878">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX3879">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 75

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

for i = 1,40 do wait()
script.Parent.Mesh.Scale = script.Parent.Mesh.Scale + Vector3.new(0,1,0)
end

for i = 1,10 do wait()
script.Parent.Transparency = script.Parent.Transparency + 0.1
end

game:GetService(&quot;Debris&quot;):AddItem(script.Parent,3)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="BlockMesh" referent="RBX3880">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>0</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX3881">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>0.5</Z>
							<R00>0.999998033</R00>
							<R01>4.3115404e-005</R01>
							<R02>0.00198527565</R02>
							<R10>-0.00198527402</R10>
							<R11>-3.37362289e-005</R11>
							<R12>0.999988556</R12>
							<R20>4.3200911e-005</R20>
							<R21>-0.999990582</R21>
							<R22>-3.36170197e-005</R22>
						</CoordinateFrame>
						<string name="Name">Gunz</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX3882">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>152.50148</X>
								<Y>60.1976929</Y>
								<Z>182.999741</Z>
								<R00>0.999997854</R00>
								<R01>-0.00207152753</R01>
								<R02>-4.40706208e-005</R02>
								<R10>-4.23523597e-005</R10>
								<R11>0.000829501718</R11>
								<R12>-0.999999642</R12>
								<R20>0.00207156315</R20>
								<R21>0.999997556</R21>
								<R22>0.000829412136</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX3883">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/PaintballGun.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><url>rbxasset://textures/PaintballGunTex128.png</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX3884">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX3885">
					<Properties>
						<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">RuinedPillars</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX3886">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-194.5</X>
								<Y>66.2000046</Y>
								<Z>16</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>95</X>
								<Y>115.200005</Y>
								<Z>552</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Model" referent="RBX3887">
						<Properties>
							<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">Pillar</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX3888">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>34.4000015</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX3889">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3890">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>33.2000008</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX3891">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3892">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>21.8000011</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>21.6000004</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX3893">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3894">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>9.19999981</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX3895">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX3896">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>10.4000006</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
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						<Item class="SpecialMesh" referent="RBX4298">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11439778</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11439794</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX4299">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX4300">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>67</X>
							<Y>21.3999996</Y>
							<Z>100.400002</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">VadarianBossSkill</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>32</X>
							<Y>5.20000029</Y>
							<Z>32</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX4301">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX4302">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX4303">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX4304">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 200
script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="CylinderMesh" referent="RBX4305">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>-1</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4306">
					<Properties>
						<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">DarkAllyBoss</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4307">
						<Properties>
							<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">SPAWNING</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4308">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>23.3999996</Y>
									<Z>100</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4309">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX4310">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">face</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><null></null></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4311">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>17.3999996</Y>
									<Z>100</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.200000003</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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4312">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4313">
								<Properties>
									<CoordinateFrame name="C0">
										<X>6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4314">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4315">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4316">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4317">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>9.40000057</Y>
									<Z>98</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4318">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>9.40000057</Y>
									<Z>102</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX4319">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4320">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>17.3999996</Y>
									<Z>106</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4321">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>17.3999996</Y>
									<Z>94</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4322">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 16

script.Parent:MakeJoints()

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4323">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(1)
enemy.Zombie:TakeDamage(1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4324">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4325">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4326">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4327">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..math.random(15,999)
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4328">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4329">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4330">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
dmg = maxd.Value
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Torso&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4331">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4332">
					<Properties>
						<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">Boss14</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4333">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4334">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-68</X>
									<Y>16.7000008</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4335">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX4336">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4337">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-68</X>
									<Y>15.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4338">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4339">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4340">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4341">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4342">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4343">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-67.5</X>
									<Y>13.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4344">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-68.5</X>
									<Y>13.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4345">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4346">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-69.5</X>
									<Y>15.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4347">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-66.5</X>
									<Y>15.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4348">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.GlamourousBossSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4349">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4350">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4351">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4352">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4353">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">30991337</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4354">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">1500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4355">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">5200</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4356">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4357">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4358">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Throw&quot;,&quot;Spin&quot;,&quot;Boulder&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,15 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.GBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,5 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4359">
					<Properties>
						<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">BLAH3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4360">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4361">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>13.1000004</Y>
									<Z>134</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4362">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX4363">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4364">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>11.6000004</Y>
									<Z>134</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4365">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4366">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4367">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4368">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4369">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4370">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>9.60000038</Y>
									<Z>133.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4371">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>9.60000038</Y>
									<Z>134.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4372">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4373">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>11.6000004</Y>
									<Z>135.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4374">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>11.6000004</Y>
									<Z>132.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4375">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4376">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4377">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4378">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4379">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4380">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4381">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4382">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4383">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 300

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4384">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4385">
					<Properties>
						<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">PieBossSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4386">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4387">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">104</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>7</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4388">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>9.19999981</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4389">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11144802</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.899999976</X>
										<Y>0.899999976</Y>
										<Z>0.899999976</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=12246578</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4390">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>8.61432362</Y>
									<Z>65.4003296</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4391">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=68251147</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=67995474</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX4392">
						<Properties>
							<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">Arm1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4393">
							<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">226</int>
								<CoordinateFrame name="CFrame">
									<X>-8.5</X>
									<Y>7</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX4394">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4395">
							<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">226</int>
								<CoordinateFrame name="CFrame">
									<X>-5.5</X>
									<Y>7</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX4396">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4397">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>5</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX4398">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4399">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-7.5</X>
									<Y>5</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX4400">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>-1</Y>
							<Z>0.100000001</Z>
							<R00>-1</R00>
							<R01>0.000518801156</R01>
							<R02>3.04779969e-005</R02>
							<R10>0.0005187965</R10>
							<R11>0.999999881</R11>
							<R12>-0.000152595807</R12>
							<R20>-3.05571593e-005</R20>
							<R21>-0.000152579974</R21>
							<R22>-1.00000024</R22>
						</CoordinateFrame>
						<string name="Name">TurkeyLeg</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX4401">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-3.91572595</X>
								<Y>8.39806271</Y>
								<Z>64.1507568</Z>
								<R00>0.791436374</R00>
								<R01>-0.000968427281</R01>
								<R02>-0.611241996</R02>
								<R10>0.000475680223</R10>
								<R11>0.999999404</R11>
								<R12>-0.000968427281</R12>
								<R20>0.611242592</R20>
								<R21>0.000475680223</R21>
								<R22>0.791436374</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX4402">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=13073626</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2.5</X>
									<Y>2.5</Y>
									<Z>2.5</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=13073598</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX4403">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX4404">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>-3.4000001</X>
							<Y>4.5</Y>
							<Z>66.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">TurkeyLegBossSkill</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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX4405">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX4406">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX4407">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX4408">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 200

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
script.Parent.Mesh:clone().Parent = m
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX4409">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=13073626</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>2.5</X>
								<Y>2.5</Y>
								<Z>2.5</Z>
							</Vector3>
							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=13073598</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4410">
					<Properties>
						<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">BLAH1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4411">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4412">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>13.1000004</Y>
									<Z>-108</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4413">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX4414">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4415">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>11.6000004</Y>
									<Z>-108</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4416">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4417">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4418">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4419">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4420">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4421">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>9.60000038</Y>
									<Z>-108.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4422">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>9.60000038</Y>
									<Z>-107.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4423">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4424">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>11.6000004</Y>
									<Z>-106.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4425">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>11.6000004</Y>
									<Z>-109.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4426">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4427">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4428">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4429">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4430">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4431">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4432">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4433">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4434">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 300

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4435">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4436">
					<Properties>
						<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">GlamourousBossSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4437">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4438">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-30</X>
									<Y>3.4000001</Y>
									<Z>-83.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4439">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-30</X>
									<Y>4.80000019</Y>
									<Z>-83.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4440">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=43680137</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=43680126</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4441">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-27.6138306</X>
									<Y>5.17720175</Y>
									<Z>-84.1999969</Z>
									<R00>0.809370279</R00>
									<R01>2.70875062e-005</R01>
									<R02>-0.587298632</R02>
									<R10>-0.587298632</R10>
									<R11>3.73299408e-005</R11>
									<R12>-0.809370279</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>4.61222044e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4442">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-25.5901642</X>
									<Y>6.67723846</Y>
									<Z>-84.1999969</Z>
									<R00>-0.860636055</R00>
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									<R02>-0.5092206</R02>
									<R10>-0.5092206</R10>
									<R11>-1.72176406e-005</R11>
									<R12>0.860636055</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>2.00057166e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
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								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
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									<Y>0</Y>
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								</Vector3>
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								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4443">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BackSurfaceInput">0</token>
								<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">1003</int>
								<CoordinateFrame name="CFrame">
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									<Y>5.8170166</Y>
									<Z>-84.1999969</Z>
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								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<float name="FrontParamB">0.5</float>
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								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
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								<string name="Name">Part</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4444">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-27.9725037</X>
									<Y>4.25935507</Y>
									<Z>-84.1999969</Z>
									<R00>-0.95505476</R00>
									<R01>-5.29848012e-006</R01>
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									<R12>0.95505476</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>1.78743358e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
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								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4467">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4468">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4469">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4470">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4471">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4472">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-2.5</X>
									<Y>9.60000038</Y>
									<Z>-172.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4473">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-2.5</X>
									<Y>9.60000038</Y>
									<Z>-171.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4474">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4475">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-2.5</X>
									<Y>11.6000004</Y>
									<Z>-170.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4476">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-2.5</X>
									<Y>11.6000004</Y>
									<Z>-173.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4477">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4478">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4479">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4480">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4481">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4482">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4483">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4484">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4485">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 300

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4486">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4487">
					<Properties>
						<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">Boss10</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4488">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4489">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>152</X>
									<Y>65.9000015</Y>
									<Z>183.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4490">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX4491">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4492">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>152</X>
									<Y>64.4000015</Y>
									<Z>183.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4493">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4494">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4495">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4496">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4497">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4498">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>62.4000015</Y>
									<Z>183.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4499">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>152.5</X>
									<Y>62.4000015</Y>
									<Z>183.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4500">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4501">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>153.5</X>
									<Y>64.4000015</Y>
									<Z>183.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4502">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>150.5</X>
									<Y>64.4000015</Y>
									<Z>183.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4503">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 16

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DefendorSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4504">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4505">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4506">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg
myTarget = nil

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Gunz&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8


local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,1)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket

function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.new(&quot;Really black&quot;)

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,3)

&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;end end)
&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
scanForHumans()
&#9;wait(0.3)
m = math.random(1,5)
if m == 2 then
script.Parent.Zombie.Jump = true
end
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;aimedTarget = myTarget
&#9;if aimedTarget then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
fire(aimedTarget.PrimaryPart.Position,script.Parent.Torso)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;end
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4507">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4508">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4509">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">50</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4510">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4511">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4512">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4513">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Waller&quot;,&quot;Revolver&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 20

wait(5)

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Waller&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerBossSkill:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
elseif attack == &quot;Revolver&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBossBullet:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4514">
							<Properties>
								<string name="Name">Dis</string>
								<double name="Value">400</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4515">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(dmger,3)
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range

shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4516">
					<Properties>
						<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">Boss11</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4517">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4518">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>16.7000008</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4519">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX4520">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4521">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>15.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4522">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4523">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4524">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4525">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4526">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4527">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-7.5</X>
									<Y>13.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4528">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>13.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4529">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4530">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-5.5</X>
									<Y>15.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4531">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-8.5</X>
									<Y>15.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4532">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 18

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.StellaSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4533">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4534">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4535">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;StellaBossWep&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()

&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth /2 and charged == false then
for _,things in pairs(script.Parent:GetChildren()) do&#9;
if things:IsA(&quot;Model&quot;) and charged == false then
&#9;things:remove()
&#9;end
&#9;end
&#9;charged = true
&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = script.Parent.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = script.Parent.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = script.Parent.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;end

&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4536">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4537">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4538">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">25</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4539">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4540">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 40
saythis(40,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 120
saythis(120,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4541">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4542">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Vadarian&quot;,&quot;Nuke&quot;,&quot;Summon&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 25

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Vadarian&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Nuke&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent

&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
         p.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(math.random(200,1500))
&#9;&#9;&#9;end end)
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
elseif attack == &quot;Summon&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;far = game.Lighting.DarkAllyBoss:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = script.Parent.MaxDmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent[&quot;Right Arm&quot;].Position)
&#9;&#9;far.Name = script.Parent.Name
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4543">
					<Properties>
						<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">Boss12</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4544">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4545">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>120.5</X>
									<Y>16.7000008</Y>
									<Z>-68</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4546">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX4547">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX4548">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4549">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>120.5</X>
									<Y>14.6999998</Y>
									<Z>-68</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4550">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4551">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4552">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4553">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4554">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX4555">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4556">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4557">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4558">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4559">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

while true do
scanForHumans()
&#9;wait()
--m = math.random(1,3)
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w4)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w5)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w6)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w7)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w8)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w4)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w5)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w6)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4560">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4561">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2250000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4562">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">45</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4563">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">165</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4564">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 50
saythis(50,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 150
saythis(150,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4565">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4566">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>21.2016754</Y>
									<Z>-79.4850159</Z>
									<R00>0.470213503</R00>
									<R01>0.840475023</R01>
									<R02>-0.269260108</R02>
									<R10>1.36491926e-005</R10>
									<R11>0.30508545</R11>
									<R12>0.952324986</R12>
									<R20>0.882552683</R20>
									<R21>-0.447799772</R21>
									<R22>0.143443838</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX4567">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX4568">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4569">
							<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">1009</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>15.1999998</Y>
									<Z>-68</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX4570">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX4571">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX4572">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4573">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>36.7458839</Y>
									<Z>-68</Z>
									<R00>-2.40805548e-005</R00>
									<R01>0.930922508</R01>
									<R02>-0.365216702</R02>
									<R10>2.4318977e-005</R10>
									<R11>0.365216702</R11>
									<R12>0.930922508</R12>
									<R20>1</R20>
									<R21>1.35354348e-005</R21>
									<R22>-3.14337085e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX4574">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX4575">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4576">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>21.2016754</Y>
									<Z>-57.4071884</Z>
									<R00>-0.642615557</R00>
									<R01>0.754861951</R01>
									<R02>-0.13125813</R02>
									<R10>3.28111782e-005</R10>
									<R11>0.171340168</R11>
									<R12>0.985211909</R12>
									<R20>0.766188741</R20>
									<R21>0.633108258</R21>
									<R22>-0.110130623</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX4577">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX4578">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX4579">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4580">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4581">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4582">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">37</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>27.2000008</Y>
									<Z>-68</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>-1</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w4</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX4583">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX4584">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4585">
							<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">107</int>
								<CoordinateFrame name="CFrame">
									<X>118.5</X>
									<Y>42.3955956</Y>
									<Z>-81</Z>
									<R00>-0.707148552</R00>
									<R01>-0.49999696</R01>
									<R02>-0.499943942</R02>
									<R10>5.1047853e-005</R10>
									<R11>-0.707105398</R11>
									<R12>0.7071082</R12>
									<R20>-0.707064986</R20>
									<R21>0.500005007</R21>
									<R22>0.500054061</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX4586">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX4587">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4588">
							<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">119</int>
								<CoordinateFrame name="CFrame">
									<X>112</X>
									<Y>41.5955772</Y>
									<Z>-58.5</Z>
									<R00>-1</R00>
									<R01>-3.98720658e-005</R01>
									<R02>1.65162583e-005</R02>
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										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4604">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4605">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4606">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4607">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4608">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>13.1999998</Y>
									<Z>-10.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4609">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>13.1999998</Y>
									<Z>-9.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4610">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4611">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>15.1999998</Y>
									<Z>-8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4612">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>15.1999998</Y>
									<Z>-11.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4613">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.PieBossSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4614">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4615">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4616">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;TurkeyLeg&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4617">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4618">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5500000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4619">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">85</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4620">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4621">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4622">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4623">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Throw&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 40

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,5 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.TurkeyLegBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX4624">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-2</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">RubySword</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX4625">
						<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>5.51461411</X>
								<Y>24.7899914</Y>
								<Z>-9.30700302</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX4626">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4627">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4628">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4629">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4630">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4631">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX4632">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=54429813 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=54429908 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX4633">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX4634">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4635">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4636">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 200

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 2
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX4637">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-2</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">DreamWalker</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX4638">
						<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>5.51461411</X>
								<Y>24.7899914</Y>
								<Z>-9.30700302</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX4639">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4640">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4641">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4642">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4643">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4644">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX4645">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=65015398</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.600000024</X>
									<Y>0.600000024</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=65015466 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX4646">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX4647">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4648">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4649">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 450

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 2
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX4650">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>2</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">ShadowDancer</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX4651">
						<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>5.51461411</X>
								<Y>24.7899914</Y>
								<Z>-9.30700302</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX4652">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4653">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4654">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4655">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4656">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4657">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX4658">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=48047550 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>0.699999988</Y>
									<Z>0.699999988</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=48047390 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX4659">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX4660">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4661">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4662">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 4500

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 2
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,-1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX4663">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-2</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">Ancalagon</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX4664">
						<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>5.51461411</X>
								<Y>24.7899914</Y>
								<Z>-9.30700302</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX4665">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4666">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4667">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4668">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4669">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4670">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX4671">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=62275708 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>1.5</Y>
									<Z>1.5</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=62275734 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX4672">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX4673">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4674">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4675">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 700

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 2
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4676">
					<Properties>
						<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">HollyTech</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4677">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4678">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-10</X>
									<Y>27.1000004</Y>
									<Z>-16.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4679">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-10</X>
									<Y>28.5</Y>
									<Z>-16.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4680">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=41445619</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.949999988</X>
										<Y>0.949999988</Y>
										<Z>0.949999988</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=41445593</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4681">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-10</X>
									<Y>28.7650356</Y>
									<Z>-16.5</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>
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								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX4802">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>-0.0799999982</X>
							<Y>0.0599999987</Y>
							<Z>0.300000012</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">Pistol</string>
						<Content name="TextureId"><url>rbxasset://Textures/PaintballIcon.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX4803">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>60.5</X>
								<Y>24.6000004</Y>
								<Z>19</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>-0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>2</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX4804">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/PaintballGun.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><url>rbxasset://textures/PaintballGunTex128.png</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX4805">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Fire</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds//paintball.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX4806">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BrickCleanup</string>
							<ProtectedString name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(0.01)
script.Parent.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX4807">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Paintball</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value

function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 3 then
&#9;&#9;&#9;if script.Parent.DeKill.Value == true then
&#9;&#9;&#9;&#9;humanoid.Health = 0
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(8)
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4808">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PaintballShooter</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent

colors = {0.1}

function fire(v)

&#9;Tool.Handle.Fire:play()
&#9;

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

        

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 3)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(0.5,0.5,0.5)
&#9;missile.Velocity = v * 400
&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
&#9;missile.Shape = 1
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Bullet&quot;
&#9;missile.Elasticity = 0
&#9;missile.Reflectance = 0
&#9;missile.Friction = .9

&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,90,0)
&#9;force.Parent = missile
&#9;
&#9;Tool.BrickCleanup:clone().Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;insta = Instance.new(&quot;BoolValue&quot;,missile)
&#9;insta.Name = &quot;DeKill&quot;
&#9;insta.Value = false

&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.DeKill.Value == true then
&#9;insta.Value = true
&#9;end

&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile

&#9;local new_script = script.Parent.Paintball:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

&#9;missile.Parent = game.Workspace

end


function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 0.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

--&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
--&#9;staffUp()

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.medc.Value &lt; 1 then
&#9;&#9;stats.medc.Value = 300
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + stats.med.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.walc.Value &lt; 1 and stats.Waller.Value == true then
&#9;&#9;stats.walc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerSkill:clone()
&#9;amnt = 15
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.dcfc.Value &lt; 1 and stats.DefendorCryForm.Value == true then
&#9;&#9;stats.dcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.DefendorDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.revoc.Value &lt; 1 and stats.Revolver.Value == true then
&#9;&#9;stats.revoc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBullet:clone()
&#9;amnt = 5
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
--&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4809">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX4810">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX4811">
						<Properties>
							<string name="Name">Angles</string>
							<double name="Value">-80</double>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX4812">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>-0.0799999982</X>
							<Y>-0.0599999987</Y>
							<Z>0.300000012</Z>
							<R00>1</R00>
							<R01>3.05022113e-005</R01>
							<R02>-3.05310823e-005</R02>
							<R10>-3.05310823e-005</R10>
							<R11>0.999999523</R11>
							<R12>-0.000946015585</R12>
							<R20>3.05022113e-005</R20>
							<R21>0.000946016517</R21>
							<R22>0.999999523</R22>
						</CoordinateFrame>
						<string name="Name">AK47</string>
						<Content name="TextureId"><url>rbxasset://Textures/PaintballIcon.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX4813">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-0.5</X>
								<Y>24.6000004</Y>
								<Z>-5.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX4814">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Fire</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds//paintball.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX4815">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=3824749</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.29999995</Y>
									<Z>1.39999998</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=3824746</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX4816">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BrickCleanup</string>
							<ProtectedString name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(0.01)
script.Parent.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX4817">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Paintball</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value

function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 3 then
&#9;&#9;&#9;if script.Parent.DeKill.Value == true then
&#9;&#9;&#9;&#9;humanoid.Health = 0
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end

&#9;ball.Parent = nil

end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(2)
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4818">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PaintballShooter</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent

colors = {0.1}

function fire(v)

&#9;Tool.Handle.Fire:play()
&#9;

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

        

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;
&#9;spawnPos  = spawnPos + (v * math.random(1,3))

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(0.5,0.5,0.5)
&#9;missile.Velocity = v * 400
&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
&#9;missile.Shape = 1
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Bullet&quot;
&#9;missile.Elasticity = 0
&#9;missile.Reflectance = 0
&#9;missile.Friction = .9

&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,90,0)
&#9;force.Parent = missile
&#9;
&#9;Tool.BrickCleanup:clone().Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;insta = Instance.new(&quot;BoolValue&quot;,missile)
&#9;insta.Name = &quot;DeKill&quot;
&#9;insta.Value = false

&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.DeKill.Value == true then
&#9;insta.Value = true
&#9;end

&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile

&#9;local new_script = script.Parent.Paintball:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

&#9;missile.Parent = game.Workspace

end


function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end

function check(en)
---------------------------------------Function start here.
if (Tool.Enabled == false) then
return false
end--end for if!
-------------------------------
if (Tool.Enabled == true) then
return true
end
---------------------------------------Function end here.
end


Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;--Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit
&#9;
&#9;if (check()) then
&#9;fire(lookAt)
&#9;wait(0.1)
&#9;onActivated()
&#9;end
&#9;return

&#9;--Tool.Enabled = true
end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.medc.Value &lt; 1 then
&#9;&#9;stats.medc.Value = 300
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + stats.med.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.walc.Value &lt; 1 and stats.Waller.Value == true then
&#9;&#9;stats.walc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerSkill:clone()
&#9;amnt = 15
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.dcfc.Value &lt; 1 and stats.DefendorCryForm.Value == true then
&#9;&#9;stats.dcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.DefendorDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.revoc.Value &lt; 1 and stats.Revolver.Value == true then
&#9;&#9;stats.revoc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBullet:clone()
&#9;amnt = 5
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
--&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX4819">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = true
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;

&#9;--wait(.5)
&#9;--mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;--enabled = true
&#9;--mouse.Button1Up:connect(function() onButton1Up(mouse) end)

end

function onButton1Up(mouse)
enabled = false
Tool.Enabled = false
mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
wait(2.2)
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
enabled = true
Tool.Enabled = true
end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
&#9;mouse.Button1Up:connect(function() onButton1Up(mouse)end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX4820">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX4821">
						<Properties>
							<string name="Name">Angles</string>
							<double name="Value">-80</double>
						</Properties>
					</Item>
				</Item>
				<Item class="BillboardGui" referent="RBX4822">
					<Properties>
						<bool name="Active">false</bool>
						<Ref name="Adornee">null</Ref>
						<bool name="AlwaysOnTop">false</bool>
						<bool name="Enabled">true</bool>
						<Vector3 name="ExtentsOffset">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
						</Vector3>
						<string name="Name">InfoGui</string>
						<Ref name="PlayerToHideFrom">null</Ref>
						<UDim2 name="Size">
							<XS>0</XS>
							<XO>30</XO>
							<YS>0</YS>
							<YO>30</YO>
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						<Vector2 name="SizeOffset">
							<X>0</X>
							<Y>0</Y>
						</Vector2>
						<Vector3 name="StudsOffset">
							<X>0</X>
							<Y>2</Y>
							<Z>0</Z>
						</Vector3>
					</Properties>
					<Item class="TextLabel" referent="RBX4823">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
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							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">Level</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>-35</XO>
								<YS>0</YS>
								<YO>-20</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>40</YO>
							</UDim2>
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							<string name="Text">Level: 1</string>
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							<float name="TextTransparency">0</float>
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							<bool name="Visible">true</bool>
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						</Properties>
					</Item>
					<Item class="Script" referent="RBX4824">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">script.Parent.Adornee = script.Parent.Parent

script.Parent = nil
---No its teh spinning thing for ninja skill
</ProtectedString>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX4825">
						<Properties>
							<bool name="Active">true</bool>
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							<bool name="Draggable">false</bool>
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							<token name="FontSize">5</token>
							<string name="Name">Guild</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>-35</XO>
								<YS>0</YS>
								<YO>-35</YO>
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							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>40</YO>
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							<string name="Text">[None]</string>
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							<float name="TextTransparency">0</float>
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							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX4826">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
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							<Color3 name="BorderColor3">4279970357</Color3>
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							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
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							<string name="Name">Rank</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>-35</XO>
								<YS>0</YS>
								<YO>-60</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>60</YO>
							</UDim2>
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							<string name="Text">[Admin]</string>
							<Color3 name="TextColor3">4278255360</Color3>
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							<Color3 name="TextStrokeColor3">4278190080</Color3>
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							<float name="TextTransparency">0</float>
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							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
				</Item>
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					<Properties>
						<CoordinateFrame name="ModelInPrimary">
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							<Y>0</Y>
							<Z>0</Z>
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							<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">Cliff2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4828">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
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								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX4829">
							<Properties>
								<bool name="Anchored">false</bool>
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								<float name="BackParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
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								<CoordinateFrame name="CFrame">
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									<Y>63.5</Y>
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								<float name="FrontParamA">-0.5</float>
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								<token name="Material">256</token>
								<string name="Name">Head</string>
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									<X>0</X>
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									<X>2</X>
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								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX4830">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
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									<string name="Name">Mesh</string>
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										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX4831">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4832">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>121</X>
									<Y>62</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
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								<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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">0</float>
								<float name="RightParamB">0</float>
								<token name="RightSurface">0</token>
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								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
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								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX4833">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
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										<R11>1</R11>
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										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX4834">
								<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>
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										<R02>0</R02>
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										<R11>0</R11>
										<R12>1</R12>
										<R20>0</R20>
										<R21>1</R21>
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									</CoordinateFrame>
									<string name="Name">Neck</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4835">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4836">
								<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>
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									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX4837">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX4838">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
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								<float name="BottomParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>120.5</X>
									<Y>60</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
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									<R02>0</R02>
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								</CoordinateFrame>
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								<float name="Friction">0.300000012</float>
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								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
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									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4839">
							<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">24</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>60</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX4840">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4841">
							<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>122.5</X>
									<Y>62</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4842">
							<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>119.5</X>
									<Y>62</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4843">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4844">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4845">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4846">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX4847">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX4848">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">8500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4849">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">750</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4850">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4851">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX4852">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX4853">
					<Properties>
						<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">RARESNOOPDOGSMODELS</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX4854">
						<Properties>
							<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">CryFormCrusadorBoss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX4855">
							<Properties>
								<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">Chest</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX4856">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-1.5</X>
										<Y>62</Y>
										<Z>-170</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Middle</string>
									<float name="Reflectance">0.200000003</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="ManualWeld" referent="RBX4857">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>-0.5</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>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>-1</Y>
											<Z>-0.5</Z>
											<R00>-3.26636837e-005</R00>
											<R01>4.31581502e-005</R01>
											<R02>-1</R02>
											<R10>9.29513244e-010</R10>
											<R11>1</R11>
											<R12>4.31581502e-005</R12>
											<R20>0.99999994</R20>
											<R21>4.80190998e-010</R21>
											<R22>-3.26636873e-005</R22>
										</CoordinateFrame>
										<string name="Name">Middle-to-Middle Strong Joint</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
										<int name="Surface0">3</int>
										<int name="Surface1">0</int>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX4858">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">135</int>
									<CoordinateFrame name="CFrame">
										<X>-1.5</X>
										<Y>63.6000023</Y>
										<Z>-170</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">3</token>
									<token name="FrontSurfaceInput">0</token>
									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
									<token name="LeftSurface">0</token>
									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">false</bool>
									<token name="Material">256</token>
									<string name="Name">Hat</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>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1.20000005</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX4859">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1286427</url></Content>
										<token name="MeshType">5</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1.10000002</X>
											<Y>1.10000002</Y>
											<Z>1.10000002</Z>
										</Vector3>
										<Content name="TextureId"><url>http://www.roblox.com/asset/?id=41316601</url></Content>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX4860">
									<Properties>
										<Color3 name="Color">4294934528</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX4861">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">24</int>
									<CoordinateFrame name="CFrame">
										<X>-1.21716309</X>
										<Y>64.8159103</Y>
										<Z>-170</Z>
										<R00>1</R00>
										<R01>4.31581466e-005</R01>
										<R02>4.80200768e-010</R02>
										<R10>9.29503585e-010</R10>
										<R11>-3.26636837e-005</R11>
										<R12>1</R12>
										<R20>4.31581502e-005</R20>
										<R21>-0.99999994</R21>
										<R22>-3.26636873e-005</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX4862">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><url>http://www.roblox.com/asset/?id=3270017</url></Content>
										<token name="MeshType">5</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Content name="TextureId"><null></null></Content>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX4863">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">26</int>
									<CoordinateFrame name="CFrame">
										<X>-4.72540283</X>
										<Y>62.615593</Y>
										<Z>-168.442902</Z>
										<R00>3.36181511e-005</R00>
										<R01>-0.371305555</R01>
										<R02>-0.928510725</R02>
										<R10>1</R10>
										<R11>1.24826047e-005</R11>
										<R12>3.1214815e-005</R12>
										<R20>0</R20>
										<R21>-0.928510785</R21>
										<R22>0.371305555</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Metal Brick</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>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>0.400000006</Y>
										<Z>6</Z>
									</Vector3>
								</Properties>
								<Item class="BlockMesh" referent="RBX4864">
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								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX4997">
							<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>-5.5</X>
									<Y>62</Y>
									<Z>-323.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4998">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX4999">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5000">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5001">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5002">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5003">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">8500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5004">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">750</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5005">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5006">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5007">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5008">
					<Properties>
						<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">Boss15</string>
						<Ref name="PrimaryPart">null</Ref>
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									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5022">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>78.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5023">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Throw&quot;,&quot;Spin&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 10

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5024">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5025">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1000000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5026">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5027">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5028">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5029">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">267</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5030">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5031">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5032">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.HollyTech)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5033">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5034">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5035">
					<Properties>
						<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">Boss16</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5036">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5037">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>32</X>
									<Y>80.0999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5038">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5039">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5040">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>32</X>
									<Y>78.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5041">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5042">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5043">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5044">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5045">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5046">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>31.5</X>
									<Y>76.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5047">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>76.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5048">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5049">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>78.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5050">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>30.5</X>
									<Y>78.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5051">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 12

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DaPinkOne)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5052">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5053">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5054">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg
myTarget = nil

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Gunz&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8


local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,1)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket

function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.new(&quot;Really black&quot;)

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,3)

&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;end end)
&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
scanForHumans()
&#9;wait(0.3)
m = math.random(1,5)
if m == 2 then
script.Parent.Zombie.Jump = true
end
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;aimedTarget = myTarget
&#9;if aimedTarget then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
fire(aimedTarget.PrimaryPart.Position,script.Parent.Torso)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;end
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5055">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5056">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5057">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5058">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">35</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5059">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5060">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5061">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Waller&quot;,&quot;Revolver&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 25

wait(5)

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Waller&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerBossSkill:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
elseif attack == &quot;Revolver&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBossBullet:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5062">
							<Properties>
								<string name="Name">Dis</string>
								<double name="Value">400</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5063">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(dmger,3)
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range

shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5064">
					<Properties>
						<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">Four8</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5065">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5066">
							<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>36</X>
									<Y>80.0999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5067">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5068">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5069">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>36</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5070">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5071">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5072">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5073">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5074">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5075">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>35.5</X>
									<Y>76.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5076">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>36.5</X>
									<Y>76.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5077">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5078">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>37.5</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5079">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>34.5</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5080">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5081">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5082">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5083">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S4.Position, game.Workspace.Map.S4)
until
(script.Parent.Torso.Position - game.Workspace.Map.S4.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5084">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5085">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5086">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5087">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">175</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5088">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5089">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5090">
					<Properties>
						<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">Four1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5091">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5092">
							<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>217.5</X>
									<Y>80.0999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5093">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5094">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5095">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>78.5999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5096">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5097">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5098">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5099">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5100">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5101">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>76.5999985</Y>
									<Z>6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5102">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>76.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5103">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5104">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>78.5999985</Y>
									<Z>8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5105">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>78.5999985</Y>
									<Z>5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5106">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5107">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5108">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5109">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5110">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5111">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5112">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">65</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5113">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">120</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5114">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5115">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5116">
					<Properties>
						<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">Four2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5117">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5118">
							<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>-148.5</X>
									<Y>80.0999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5119">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5120">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5121">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>78.5999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5122">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5123">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5124">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5125">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5126">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5127">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>76.5999985</Y>
									<Z>6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5128">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>76.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5129">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5130">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>78.5999985</Y>
									<Z>8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5131">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>78.5999985</Y>
									<Z>5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5132">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5133">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5134">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5135">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5136">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5137">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5138">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">65</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5139">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">120</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5140">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5141">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5142">
					<Properties>
						<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">Four3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5143">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5144">
							<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>33</X>
									<Y>80.0999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5145">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5146">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5147">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>33</X>
									<Y>78.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5148">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5149">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5150">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5151">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5152">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5153">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>76.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5154">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>76.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5155">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5156">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>34.5</X>
									<Y>78.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5157">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>31.5</X>
									<Y>78.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5158">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5159">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5160">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5161">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S3.Position, game.Workspace.Map.S3)
until
(script.Parent.Torso.Position - game.Workspace.Map.S3.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5162">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5163">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5164">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">65</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5165">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">120</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5166">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5167">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5168">
					<Properties>
						<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">Four4</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5169">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5170">
							<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>31</X>
									<Y>80.0999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5171">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5172">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5173">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>31</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5174">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5175">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5176">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5177">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5178">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5179">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>30.5</X>
									<Y>76.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5180">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>31.5</X>
									<Y>76.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5181">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5182">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5183">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>29.5</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5184">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5185">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5186">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5187">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S4.Position, game.Workspace.Map.S4)
until
(script.Parent.Torso.Position - game.Workspace.Map.S4.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5188">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5189">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5190">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">65</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5191">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">120</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5192">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5193">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5194">
					<Properties>
						<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">Four5</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5195">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5196">
							<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>215.5</X>
									<Y>80.0999985</Y>
									<Z>6</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5197">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5198">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5199">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>78.5999985</Y>
									<Z>6</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5200">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5201">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5202">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5203">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5204">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5205">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>76.5999985</Y>
									<Z>5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5206">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>76.5999985</Y>
									<Z>6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5207">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5208">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>78.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5209">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>78.5999985</Y>
									<Z>4.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5210">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5211">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5212">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5213">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5214">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5215">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5216">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5217">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">175</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5218">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5219">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5220">
					<Properties>
						<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">Four6</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5221">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5222">
							<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>-146.5</X>
									<Y>80.0999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5223">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5224">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5225">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>78.5999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5226">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5227">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5228">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5229">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5230">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5231">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>76.5999985</Y>
									<Z>6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5232">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>76.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5233">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5234">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>78.5999985</Y>
									<Z>8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5235">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>78.5999985</Y>
									<Z>5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5236">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5237">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5238">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5239">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5240">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5241">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5242">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5243">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">175</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5244">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5245">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5246">
					<Properties>
						<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">Four7</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5247">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5248">
							<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>34</X>
									<Y>80.0999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5249">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5250">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5251">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>34</X>
									<Y>78.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5252">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5253">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5254">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5255">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5256">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5257">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>76.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5258">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>34.5</X>
									<Y>76.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5259">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5260">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>35.5</X>
									<Y>78.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5261">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>78.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5262">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5263">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5264">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5265">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S3.Position, game.Workspace.Map.S3)
until
(script.Parent.Torso.Position - game.Workspace.Map.S3.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5266">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5267">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5268">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5269">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">175</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5270">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5271">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5272">
					<Properties>
						<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">FourCorners</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5273">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Model</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX5274">
							<Properties>
								<CoordinateFrame name="ModelInPrimary">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">Model</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX5275">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>33</X>
										<Y>84.3999481</Y>
										<Z>-185.47998</Z>
										<R00>1</R00>
										<R01>3.05180438e-005</R01>
										<R02>-3.05171125e-005</R02>
										<R10>-3.05171125e-005</R10>
										<R11>1</R11>
										<R12>3.05180438e-005</R12>
										<R20>3.05180438e-005</R20>
										<R21>-3.05171125e-005</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>25</X>
										<Y>17.6000004</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="BlockMesh" referent="RBX5276">
									<Properties>
										<float name="Bevel">0</float>
										<float name="Bevel Roundness">0</float>
										<float name="Bulge">0</float>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5277">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1021</int>
									<CoordinateFrame name="CFrame">
										<X>33</X>
										<Y>111</Y>
										<Z>-221</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">1280</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>100</X>
										<Y>1.20000005</Y>
										<Z>72</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX5278">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>33</X>
										<Y>92.4000015</Y>
										<Z>-221</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>100</X>
										<Y>36</Y>
										<Z>72</Z>
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								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>19.2000008</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5355">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
									<X>44.5</X>
									<Y>64.8001251</Y>
									<Z>-50</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>19.2000008</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX5356">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>-21.5</X>
								<Y>27.6003532</Y>
								<Z>7</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>9</X>
								<Y>55.2000008</Y>
								<Z>75</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX5357">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>33</X>
								<Y>27.6003532</Y>
								<Z>-47.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>9</X>
								<Y>55.2000008</Y>
								<Z>75</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Model" referent="RBX5358">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Model</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX5359">
							<Properties>
								<CoordinateFrame name="ModelInPrimary">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">Model</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX5360">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-159.479996</X>
										<Y>84.3998566</Y>
										<Z>7</Z>
										<R00>5.34682295e-005</R00>
										<R01>1.23517841e-013</R01>
										<R02>1</R02>
										<R10>-4.3159529e-005</R10>
										<R11>1</R11>
										<R12>2.30754016e-009</R12>
										<R20>-1</R20>
										<R21>-4.3159529e-005</R21>
										<R22>5.34682295e-005</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>25</X>
										<Y>17.6000004</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="BlockMesh" referent="RBX5361">
									<Properties>
										<float name="Bevel">0</float>
										<float name="Bevel Roundness">0</float>
										<float name="Bulge">0</float>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5362">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1021</int>
									<CoordinateFrame name="CFrame">
										<X>-195</X>
										<Y>111</Y>
										<Z>7</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">1280</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>100</X>
										<Y>1.20000005</Y>
										<Z>72</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX5363">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5364">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5365">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>-195</X>
										<Y>92.4000015</Y>
										<Z>7</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>100</X>
										<Y>36</Y>
										<Z>72</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX5366">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5367">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Y>95.9997864</Y>
										<Z>7</Z>
										<R00>5.34682295e-005</R00>
										<R01>1.23517841e-013</R01>
										<R02>1</R02>
										<R10>-4.3159529e-005</R10>
										<R11>1</R11>
										<R12>2.30754016e-009</R12>
										<R20>-1</R20>
										<R21>-4.3159529e-005</R21>
										<R22>5.34682295e-005</R22>
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									<bool name="CanCollide">true</bool>
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									<float name="Friction">0.300000012</float>
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									<float name="LeftParamA">-0.5</float>
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									<bool name="Locked">true</bool>
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									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
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									<float name="TopParamB">0.5</float>
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									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
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									</Vector3>
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										<Y>5.5999999</Y>
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								</Properties>
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										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<string name="Name">Mesh</string>
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											<Y>1</Y>
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								<Item class="Fire" referent="RBX5370">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5371">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-159.479996</X>
										<Y>95.9998016</Y>
										<Z>13.5</Z>
										<R00>-1</R00>
										<R01>3.05171125e-005</R01>
										<R02>3.05180438e-005</R02>
										<R10>3.05180438e-005</R10>
										<R11>1</R11>
										<R12>3.05171125e-005</R12>
										<R20>-3.05171125e-005</R20>
										<R21>3.05180438e-005</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
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									<bool name="Locked">true</bool>
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									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
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									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
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									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>5.5999999</Y>
										<Z>12</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX5373">
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										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
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										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
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										</Vector3>
										<Content name="TextureId"><null></null></Content>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
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										</Vector3>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX5374">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5375">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5376">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
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									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-159.479996</X>
										<Y>95.9998169</Y>
										<Z>0.5</Z>
										<R00>1</R00>
										<R01>3.05180438e-005</R01>
										<R02>-3.05171125e-005</R02>
										<R10>-3.05171125e-005</R10>
										<R11>1</R11>
										<R12>3.05180438e-005</R12>
										<R20>3.05180438e-005</R20>
										<R21>-3.05171125e-005</R21>
										<R22>1</R22>
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									<bool name="CanCollide">true</bool>
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									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
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										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<float name="TopParamB">0.5</float>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>5.5999999</Y>
										<Z>12</Z>
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								</Properties>
								<Item class="SpecialMesh" referent="RBX5377">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
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										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
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											<X>1</X>
											<Y>1</Y>
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										<Content name="TextureId"><null></null></Content>
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											<X>1</X>
											<Y>1</Y>
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								<Item class="Fire" referent="RBX5378">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
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									<float name="BackParamA">-0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-94</X>
										<Y>77.3999786</Y>
										<Z>-5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
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									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
									<token name="LeftSurface">0</token>
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									<bool name="Locked">true</bool>
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									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX5381">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5382">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX5383">
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									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-70</X>
										<Y>77.4000015</Y>
										<Z>19</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>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
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									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
									<token name="LeftSurface">0</token>
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									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
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									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX5384">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5385">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5386">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
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								<Item class="Fire" referent="RBX5387">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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									<float name="BottomParamB">0.5</float>
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									<int name="BrickColor">38</int>
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										<Z>7</Z>
										<R00>5.34682295e-005</R00>
										<R01>1.23517841e-013</R01>
										<R02>1</R02>
										<R10>-4.3159529e-005</R10>
										<R11>1</R11>
										<R12>2.30754016e-009</R12>
										<R20>-1</R20>
										<R21>-4.3159529e-005</R21>
										<R22>5.34682295e-005</R22>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
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										<X>0</X>
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										<Z>114</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5390">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5391">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5392">
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
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										<Y>77.4000015</Y>
										<Z>19</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
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										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5393">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5394">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5395">
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									<float name="BottomParamB">0.5</float>
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										<Y>79.799942</Y>
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								</Properties>
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									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
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										<Y>79.7999725</Y>
										<Z>19</Z>
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										<R01>0</R01>
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										<R12>-0</R12>
										<R20>-1</R20>
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								</Properties>
								<Item class="Fire" referent="RBX5399">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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										<Y>77.3999481</Y>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
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										<X>0</X>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5402">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5403">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<float name="BottomParamB">0.5</float>
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									<int name="BrickColor">38</int>
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										<Y>77.3999481</Y>
										<Z>-5</Z>
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										<R10>0</R10>
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										<R12>-0</R12>
										<R20>-1</R20>
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										<X>0</X>
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								</Properties>
								<Item class="Fire" referent="RBX5405">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
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										<Y>77.3999786</Y>
										<Z>19</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>
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									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<Y>0</Y>
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										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5408">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5409">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5410">
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									<float name="BackParamB">0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
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										<Y>77.3999786</Y>
										<Z>19</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>
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									<token name="FrontSurfaceInput">0</token>
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									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5411">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5412">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5413">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-78</X>
										<Y>77.3999786</Y>
										<Z>19</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
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										<R12>-0</R12>
										<R20>-1</R20>
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										<Z>0</Z>
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									<float name="TopParamB">0.5</float>
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									<float name="Transparency">0</float>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5414">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5415">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5416">
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									<float name="BackParamA">-0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-82</X>
										<Y>77.3999786</Y>
										<Z>19</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>
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									<token name="LeftSurface">0</token>
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										<X>0</X>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5417">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5418">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX5419">
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									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
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										<Y>77.3999786</Y>
										<Z>19</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>
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									<token name="LeftSurface">0</token>
									<token name="LeftSurfaceInput">0</token>
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									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<float name="TopParamB">0.5</float>
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									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5420">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5421">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
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										<Y>77.3999786</Y>
										<Z>19</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>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
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									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
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									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">true</bool>
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									<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>
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										<X>0</X>
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									<float name="TopParamB">0.5</float>
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										<X>0</X>
										<Y>0</Y>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5423">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5424">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
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									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-102</X>
										<Y>77.3999786</Y>
										<Z>19</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>
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									<float name="Elasticity">0.5</float>
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									<float name="FrontParamB">0.5</float>
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									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
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									<token name="LeftSurfaceInput">0</token>
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									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5426">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5427">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5428">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-106</X>
										<Y>77.3999786</Y>
										<Z>19</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>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
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									<float name="TopParamB">0.5</float>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5429">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5430">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5431">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
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									<token name="BackSurfaceInput">0</token>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>19</Z>
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										<R01>0</R01>
										<R02>1</R02>
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										<R12>-0</R12>
										<R20>-1</R20>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5432">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
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										<Y>77.3999786</Y>
										<Z>19</Z>
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										<R01>0</R01>
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										<R12>-0</R12>
										<R20>-1</R20>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5435">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								</Item>
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										<Y>77.3999786</Y>
										<Z>19</Z>
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										<R01>0</R01>
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										<X>0</X>
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										<X>0</X>
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										<X>1</X>
										<Y>3.60000014</Y>
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								<Item class="Fire" referent="RBX5438">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<bool name="Enabled">false</bool>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Z>19</Z>
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<bool name="Enabled">false</bool>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
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											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<int name="BrickColor">38</int>
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										<R20>-1</R20>
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								<Item class="Fire" referent="RBX5459">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<int name="BrickColor">1021</int>
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										<R12>-0</R12>
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								<Item class="Fire" referent="RBX5462">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Item>
							</Item>
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									<int name="BrickColor">38</int>
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								<Item class="Fire" referent="RBX5465">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Item>
							</Item>
							<Item class="Part" referent="RBX5467">
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									<float name="BackParamA">-0.5</float>
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									<int name="BrickColor">38</int>
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								<Item class="Fire" referent="RBX5468">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<R01>0</R01>
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										<R20>-1</R20>
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								<Item class="Fire" referent="RBX5471">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								<Item class="Fire" referent="RBX5474">
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										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>-5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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								<Item class="Fire" referent="RBX5477">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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									</Properties>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Item>
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										<Y>77.3999786</Y>
										<Z>-5</Z>
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										<R01>0</R01>
										<R02>1</R02>
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										<R12>-0</R12>
										<R20>-1</R20>
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										<Z>2</Z>
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								<Item class="Fire" referent="RBX5480">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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									<Item class="Script" referent="RBX5481">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX5482">
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>-5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
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										<R12>-0</R12>
										<R20>-1</R20>
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								<Item class="Fire" referent="RBX5483">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Item>
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										<R01>0</R01>
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										<R20>-1</R20>
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								<Item class="Fire" referent="RBX5486">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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										<R01>0</R01>
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								<Item class="Fire" referent="RBX5489">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<R01>0</R01>
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										<R12>-0</R12>
										<R20>-1</R20>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<bool name="Enabled">false</bool>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX5508">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5509">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-62</X>
										<Y>77.3999786</Y>
										<Z>-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>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
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									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
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									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">true</bool>
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									<float name="Reflectance">0</float>
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									<float name="RightParamB">0.5</float>
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										<X>0</X>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX5511">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5512">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5513">
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									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
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									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-38</X>
										<Y>77.4000015</Y>
										<Z>19</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>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
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									<token name="FrontSurfaceInput">0</token>
									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
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									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">true</bool>
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									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX5514">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5515">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5516">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-46</X>
										<Y>77.4000015</Y>
										<Z>19</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>
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									<float name="Elasticity">0.5</float>
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									<token name="FrontSurfaceInput">0</token>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
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										<Z>0</Z>
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									<float name="TopParamB">0.5</float>
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									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5517">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5518">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5519">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-42</X>
										<Y>77.4000015</Y>
										<Z>-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>
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									<float name="Elasticity">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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									<float name="TopParamB">0.5</float>
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										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5520">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5521">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5522">
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-26</X>
										<Y>77.4000015</Y>
										<Z>-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>
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									<float name="Elasticity">0.5</float>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5523">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5524">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5525">
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									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
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										<Y>77.4000015</Y>
										<Z>-5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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									<float name="Reflectance">0</float>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5526">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-30</X>
										<Y>77.4000015</Y>
										<Z>-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>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5529">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5530">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5531">
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									<float name="BackParamB">0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
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										<Y>77.4000015</Y>
										<Z>-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>
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									<float name="Elasticity">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5532">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5533">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5534">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
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									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
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										<Y>77.3999786</Y>
										<Z>-5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5535">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5536">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5537">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-50</X>
										<Y>77.4000015</Y>
										<Z>19</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>
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										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5538">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5539">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX5540">
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										<Y>77.3999786</Y>
										<Z>-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>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX5541">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX5542">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX5543">
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										<Y>27.6002159</Y>
										<Z>61.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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										<R10>0</R10>
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
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										<float name="heat_xml">25</float>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<R01>0</R01>
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										<R12>-0</R12>
										<R20>-1</R20>
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										<X>0</X>
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								<Item class="Fire" referent="RBX5555">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
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										<Y>77.3999481</Y>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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								<Item class="Fire" referent="RBX5558">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<bool name="Enabled">false</bool>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								<Item class="Fire" referent="RBX5564">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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										<float name="heat_xml">25</float>
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											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<float name="BottomParamB">0.5</float>
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									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>-181</X>
										<Y>27.6002159</Y>
										<Z>-47.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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									</CoordinateFrame>
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									<float name="Elasticity">0.5</float>
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									<bool name="Locked">true</bool>
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									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
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									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
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									<token name="shape">1</token>
									<Vector3 name="size">
										<X>9</X>
										<Y>55.2000008</Y>
										<Z>75</Z>
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								</Properties>
							</Item>
							<Item class="Model" referent="RBX5577">
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									<CoordinateFrame name="ModelInPrimary">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
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									<string name="Name">Model</string>
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								</Properties>
								<Item class="BoolValue" referent="RBX5578">
									<Properties>
										<string name="Name">RobloxModel</string>
										<bool name="Value">false</bool>
									</Properties>
								</Item>
								<Item class="BoolValue" referent="RBX5579">
									<Properties>
										<string name="Name">RobloxStamper</string>
										<bool name="Value">false</bool>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5580">
							<Properties>
								<bool name="Anchored">true</bool>
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								<float name="BackParamB">0.5</float>
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								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
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									<Y>64.8000031</Y>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<token name="FrontSurface">0</token>
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								<float name="LeftParamA">-0.5</float>
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								<Properties>
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									<bool name="Enabled">false</bool>
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									<float name="size_xml">30</float>
								</Properties>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								<float name="BottomParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
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									<Z>-4.5</Z>
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								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
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								<bool name="Locked">true</bool>
								<token name="Material">512</token>
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								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">1</token>
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									<Y>19.2000008</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX5584">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX5585">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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							</Item>
						</Item>
					</Item>
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							<float name="BackParamA">-0.5</float>
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							<float name="BottomParamB">0.5</float>
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							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1021</int>
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								<Y>75</Y>
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								<R00>-1</R00>
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								<R02>0</R02>
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								<R20>0</R20>
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							<CoordinateFrame name="CFrame">
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								<R02>-1</R02>
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								<R22>0</R22>
							</CoordinateFrame>
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							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
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							<float name="FrontParamB">0.5</float>
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							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
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							<bool name="Locked">true</bool>
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							<float name="Reflectance">0</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
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								<X>0</X>
								<Y>0</Y>
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								<Z>75</Z>
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						</Properties>
					</Item>
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							<bool name="Anchored">true</bool>
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							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>33</X>
								<Y>37.2000008</Y>
								<Z>7</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
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							<float name="LeftParamB">0.5</float>
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							<token name="LeftSurfaceInput">0</token>
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							<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>
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							<token name="TopSurfaceInput">0</token>
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							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
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								<Y>74.4000015</Y>
								<Z>100</Z>
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						</Properties>
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								<Y>0</Y>
								<Z>0</Z>
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								<Y>0</Y>
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							<CoordinateFrame name="ModelInPrimary">
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								<string name="Name">Dragon</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>20</X>
									<Y>26.3999996</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Script" referent="RBX5763">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Rotate</string>
									<ProtectedString name="Source">while true do
&#9;wait(15)
&#9;script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,1000,0)
&#9;wait(0)
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX5764">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=70429237</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>20</X>
										<Y>20</Y>
										<Z>20</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=70429281</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5765">
							<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">1013</int>
								<CoordinateFrame name="CFrame">
									<X>30</X>
									<Y>76.2000046</Y>
									<Z>2</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.300000012</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>44</X>
									<Y>1.20000005</Y>
									<Z>44</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX5766">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.20000005</X>
										<Y>0.899999976</Y>
										<Z>1.20000005</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5767">
							<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">1013</int>
								<CoordinateFrame name="CFrame">
									<X>30</X>
									<Y>78</Y>
									<Z>2</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Dish</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.300000012</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>44</X>
									<Y>1.20000005</Y>
									<Z>44</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX5768">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.29999995</X>
										<Y>1</Y>
										<Z>1.29999995</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5769">
							<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">1013</int>
								<CoordinateFrame name="CFrame">
									<X>30</X>
									<Y>76.8000031</Y>
									<Z>3</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">512</token>
								<string name="Name">Tornado</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.300000012</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>60</X>
									<Y>1.20000005</Y>
									<Z>60</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5770">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=36755354</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>30</X>
										<Y>0</Y>
										<Z>30</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=0</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Sound" referent="RBX5771">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX5772">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5773">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5774">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5225000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5775">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5776">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 3000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5777">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">550</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5778">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5779">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5780">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5781">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">script.Parent:MakeJoints()

wait(2)
script.Parent:MakeJoints()

humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
script.Parent:MakeJoints()
model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5782">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5783">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
missile.Transparency = 0.5
missile.CanCollide = false

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace
&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,10)

end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

canFire = true

script.Parent.Berserk.Changed:connect(function()
if script.Parent.Berserk.Value == true then
script.Parent.Berserk.Value = false
canFire = false
scanForHumans()
&#9;wait()
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.2)
&#9;&#9;canFire = true
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
&#9;canFire = true
end
end
end)

script.Parent.Attacks.Disabled = false

while true do
scanForHumans()
&#9;wait(1.5)
&#9;local target = myTarget
&#9;if target ~= nil and canFire == true then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;else
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.5)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.5)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.5)
&#9;&#9;wait(3)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5784">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5785">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>27.5180511</X>
									<Y>82.1016159</Y>
									<Z>3.402668</Z>
									<R00>-0.0894786641</R00>
									<R01>-1.93357982e-006</R01>
									<R02>0.995988727</R02>
									<R10>-4.31158296e-005</R10>
									<R11>1</R11>
									<R12>-1.93211713e-006</R12>
									<R20>-0.995988727</R20>
									<R21>-4.31157641e-005</R21>
									<R22>-0.0894786641</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
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									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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</float>
								<float name="LeftParamB">0</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">w3</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">0</float>
								<float name="RightParamB">0</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX5801">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX5802">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5803">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>30.5001602</X>
									<Y>89.6016159</Y>
									<Z>8.65690613</Z>
									<R00>0.995989919</R00>
									<R01>-0.0894656032</R01>
									<R02>-2.84854673e-006</R02>
									<R10>-1.93715073e-006</R10>
									<R11>-5.3405216e-005</R11>
									<R12>1</R12>
									<R20>-0.0894655958</R20>
									<R21>-0.995989919</R21>
									<R22>-5.33643615e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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</float>
								<float name="LeftParamB">0</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">w</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">0</float>
								<float name="RightParamB">0</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX5804">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX5805">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX5806">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Wave&quot;,&quot;Berserk&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 20

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Wave&quot; then
tor = script.Parent.Tornado.Mesh
datTHing = script.Parent.Dish:clone()
datTHing.Anchored = false
datTHing.CanCollide = false
datTHing.Position = script.Parent.Dragon.Position
datTHing.Touched:connect(function(hit)
if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
hit.Parent.Humanoid:TakeDamage(500)
end end)
datTHing.Parent = game.Workspace
game:GetService(&quot;Debris&quot;):AddItem(datTHing,10)
tor.Scale = Vector3.new(30, 0, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 25, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 50, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 75, 30) 
wait(0.5)
tor.Scale = Vector3.new(30, 75, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 50, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 25, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 0, 30) 
wait(11.5)  
elseif attack == &quot;Berserk&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 5, 5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Berserk.Value = true
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="BoolValue" referent="RBX5807">
							<Properties>
								<string name="Name">Berserk</string>
								<bool name="Value">false</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5808">
					<Properties>
						<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">Boss18</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5809">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5810">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-4</X>
									<Y>28.6000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5811">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX5812">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5813">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-4</X>
									<Y>27.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX5814">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX5815">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5816">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5817">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX5818">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5819">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-4.5</X>
									<Y>25.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5820">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-3.5</X>
									<Y>25.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX5821">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5822">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-2.5</X>
									<Y>27.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5823">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-5.5</X>
									<Y>27.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5824">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.LumouriusBoss)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5825">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5826">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5827">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = script.Parent.CryForm

healed = false

while true do
&#9;wait()


if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth /2 and charged.Value == false then
for _,things in pairs(script.Parent:GetChildren()) do&#9;
if things:IsA(&quot;Model&quot;) and charged.Value == false then
&#9;things:remove()
&#9;end
&#9;end
&#9;charged.Value = true
&#9;suit(game.Lighting.LumouriusCryFormBoss)
script.Parent.Zombie.Health = script.Parent.Zombie.MaxHealth
&#9;script.Parent.Head.Transparency = 1
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = script.Parent.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = script.Parent.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = script.Parent.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;end

if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth /2.5 and charged.Value == true and healed == false then
healed = true
for _,players in pairs(game.Players:GetPlayers()) do
if players.Character then
if players.Character:findFirstChild(&quot;Humanoid&quot;) then
players.Character.Humanoid.Health = 45
end
end
end
script.Parent.Zombie.Health = script.Parent.Zombie.MaxHealth / 1.5
end

&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX5828">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX5829">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">100000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5830">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">4500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5831">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">8999</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5832">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 3600

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5833">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX5834">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;EN&quot;,&quot;Adrenaline&quot;,&quot;HealthDart&quot;,&quot;Rager&quot;}

function textAll(mess,duration)
m = game.Lighting.EnemyGui
for _,things in pairs(game.Players:GetPlayers()) do
&#9;if things.PlayerGui then
&#9;&#9;a = m:clone()
&#9;&#9;a.Parent = things.PlayerGui
&#9;&#9;a.TextLabel.Text = mess
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(a,duration)
&#9;end
end
end

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = script.Parent.Cooldown

wait()

time.Changed:connect(function()
wait(20)
time.Value = 20
script.Parent.Zombie.WalkSpeed = 20
script.Parent.MaxDmg.Value = 8999
end)

while wait(time.Value) do
attack = skills[math.random(1,#skills)]
if attack == &quot;EN&quot; then
textAll(&quot;Eclipse Nightmare&quot;,3)
&#9;for i = 1,101 do wait()
&#9;if game.Lighting.FogEnd &gt; 50 then
&#9;&#9;game.Lighting.FogColor = Color3.new(0,0,0)
&#9;&#9;game.Lighting.FogEnd = game.Lighting.FogEnd - 500
&#9;else game.Lighting.FogEnd = 50 end
&#9;end
&#9;wait(15)
&#9;if script.Parent.CryForm.Value == true then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Zombie.WalkSpeed = 35
&#9;&#9;time.Value = 19
&#9;&#9;script.Parent.MaxDmg.Value = 10000
&#9;end
&#9;wait(20)
&#9;for i = 1,101 do wait()
&#9;if game.Lighting.FogEnd &lt; 50000 then
&#9;&#9;game.Lighting.FogColor = Color3.new(0,0,0)
&#9;&#9;game.Lighting.FogEnd = game.Lighting.FogEnd + 500
&#9;else game.Lighting.FogEnd = 50000 end
&#9;end
elseif attack == &quot;Adrenaline&quot; then
textAll(&quot;Adrenaline&quot;,3)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Zombie.WalkSpeed = 30
&#9;&#9;time.Value = 10
elseif attack == &quot;Rager&quot; and script.Parent.CryForm.Value == true then
textAll(&quot;Rager&quot;,3)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;BlockMesh&quot;,Wave)
&#9;&#9;WaveMesh.Scale = Vector3.new(50,50,50)
&#9;&#9;script.Parent.Zombie.WalkSpeed = 2
&#9;&#9;for i = 1,5 do
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;Wave.Transparency = 0
&#9;&#9;WaveMesh.Scale = Vector3.new(50,50,50)
&#9;&#9;for i = 1 , 10 do
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;Wave.CFrame = Wave.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale - Vector3.new(5, 5, 5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;script.Parent.Zombie.WalkSpeed = 55
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;Wave.Size = Vector3.new(15,15,15)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,1,1)
&#9;&#9;Wave.Transparency = 0.3
&#9;&#9;for i = 1 , 160 do
&#9;&#9;Wavee = Wave:clone()
&#9;&#9;Wavee.Parent = game.Workspace
&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg / 2) end
&#9;&#9;end)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,4)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Zombie.WalkSpeed = 20
else
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,5 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.HealthDartBossSkill:clone()

&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;script.Parent.Zombie.Health = script.Parent.Zombie.Health + 600
&#9;end
&#9;end)

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX5835">
							<Properties>
								<string name="Name">Cooldown</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="BoolValue" referent="RBX5836">
							<Properties>
								<string name="Name">CryForm</string>
								<bool name="Value">false</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5837">
					<Properties>
						<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">DarkTridentLair</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX5838">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>0</X>
								<Y>23.8999996</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Base</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>512</X>
								<Y>0.400000006</Y>
								<Z>512</Z>
							</Vector3>
						</Properties>
						<Item class="ManualWeld" referent="RBX5839">
							<Properties>
								<CoordinateFrame name="C0">
									<X>-256</X>
									<Y>0.200000003</Y>
									<Z>256</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>-2</X>
									<Y>-323.147766</Y>
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									<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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX5948">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5949">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-183</X>
									<Y>25.8999996</Y>
									<Z>-60</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX5950">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX5951">
					<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">21</int>
						<CoordinateFrame name="CFrame">
							<X>-12.4000006</X>
							<Y>29.6000004</Y>
							<Z>4.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">HealthDartBossSkill</string>
						<float name="Reflectance">0.5</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.899999976</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX5952">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX5953">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX5954">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX5955">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 500

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
script.Parent.Mesh:clone().Parent = m
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX5956">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>0.649999976</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/Sword.png</url></Content>
							<Vector3 name="VertexColor">
								<X>3</X>
								<Y>3</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX5957">
					<Properties>
						<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">LumouriusCryFormBoss</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX5958">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX5959">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5</X>
									<Y>27.1000004</Y>
									<Z>2.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX5960">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>5</X>
									<Y>29.5</Y>
									<Z>2.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2.79999995</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX5961">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=62684156</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>-1</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.5</X>
										<Y>1.5</Y>
										<Z>1.5</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=62684189</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX5962">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>0.399938405</X>
									<Y>27.3932533</Y>
									<Z>3.39768362</Z>
									<R00>-3.96966934e-005</R00>
									<R01>0.794735849</R01>
									<R02>-0.606957078</R02>
									<R10>-1.9133091e-005</R10>
									<R11>-0.606958032</R11>
									<R12>-0.794735849</R12>
									<R20>-1.00000095</R20>
									<R21>-1.9133091e-005</R21>
									<R22>3.77297401e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
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								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6022">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-69.5</X>
									<Y>134.600006</Y>
									<Z>36.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6023">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6024">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6025">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6026">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6027">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6028">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">7000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6029">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">600</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6030">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6031">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6032">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6033">
					<Properties>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
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								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6048">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-1.5</X>
									<Y>134.600006</Y>
									<Z>-105.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6049">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6050">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6051">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6052">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6053">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6054">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">7000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6055">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">600</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6056">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6057">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6058">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6059">
					<Properties>
						<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">Ravine1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX6060">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>-73.5</X>
								<Y>139.199997</Y>
								<Z>-107.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6061">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6062">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-40.4986572</X>
								<Y>131.399948</Y>
								<Z>-121.498642</Z>
								<R00>-3.2782893e-005</R00>
								<R01>0.00056105596</R01>
								<R02>-0.999999821</R02>
								<R10>1.20782149e-008</R10>
								<R11>0.999999821</R11>
								<R12>0.000561056018</R12>
								<R20>1</R20>
								<R21>6.31482422e-009</R21>
								<R22>-3.2782893e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>25.2000008</Y>
								<Z>87</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6063">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>18.5</X>
								<Y>129</Y>
								<Z>-121.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>20.3999996</Y>
								<Z>31</Z>
							</Vector3>
						</Properties>
						<Item class="Decal" referent="RBX6064">
							<Properties>
								<token name="Face">3</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=53252104</url></Content>
								<float name="Transparency">0</float>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6065">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>-8.49865723</X>
								<Y>125.200211</Y>
								<Z>-121.399445</Z>
								<R00>-3.26636837e-005</R00>
								<R01>4.31581502e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>1</R11>
								<R12>4.31581502e-005</R12>
								<R20>0.99999994</R20>
								<R21>4.80190998e-010</R21>
								<R22>-3.26636873e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>12.8000002</Y>
								<Z>13</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX6066">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6067">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>-65.5</X>
								<Y>139.199997</Y>
								<Z>-38.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6068">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6069">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-26.1000061</X>
								<Y>121.299927</Y>
								<Z>-70</Z>
								<R00>-1.46631164e-005</R00>
								<R01>1</R01>
								<R02>1.59645049e-006</R02>
								<R10>-0.734147429</R10>
								<R11>-9.68091445e-006</R11>
								<R12>-0.678990126</R12>
								<R20>-0.678990126</R20>
								<R21>-1.11281433e-005</R21>
								<R22>0.73414737</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>9.60000038</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX6070">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6071">
							<Properties>
								<float name="BaseAngle">-7.63187181e+015</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6072">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Rotate</string>
								<ProtectedString name="Source">while true do
script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,0.04,0)
wait(0.01)
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6073">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6074">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>17.5</X>
								<Y>139.199997</Y>
								<Z>-80.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6075">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6076">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-25</X>
								<Y>128.800003</Y>
								<Z>-78</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>20</X>
								<Y>20</Y>
								<Z>20</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6077">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>34.5013428</X>
								<Y>132.599976</Y>
								<Z>-86.498642</Z>
								<R00>-1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
								<R11>1</R11>
								<R12>3.05171125e-005</R12>
								<R20>-3.05171125e-005</R20>
								<R21>3.05180438e-005</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>71</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6078">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>16.5</X>
								<Y>118</Y>
								<Z>-80.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX6079">
							<Properties>
								<float name="BaseAngle">-1.59228886e+017</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6080">
							<Properties>
								<float name="BaseAngle">6.24947538e-010</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6081">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6082">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>-29.499115</X>
								<Y>139.198578</Y>
								<Z>-22.5010147</Z>
								<R00>5.28721321e-005</R00>
								<R01>0.00060420105</R01>
								<R02>0.999999821</R02>
								<R10>-0.0009063498</R10>
								<R11>0.999999404</R11>
								<R12>-0.000604152912</R12>
								<R20>-0.999999583</R20>
								<R21>-0.000906317669</R21>
								<R22>5.34197206e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6083">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6084">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>36.2096596</X>
								<Y>121.799904</Y>
								<Z>-44.6482162</Z>
								<R00>0.707108617</R00>
								<R01>0.707104921</R01>
								<R02>6.74639887e-006</R02>
								<R10>-3.98166703e-005</R10>
								<R11>4.935775e-005</R11>
								<R12>-1</R12>
								<R20>-0.707104981</R20>
								<R21>0.707108617</R21>
								<R22>6.30558498e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
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						<Item class="RotateP" referent="RBX6089">
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								<float name="BaseAngle">4.72332893e-008</float>
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						</Item>
						<Item class="RotateP" referent="RBX6090">
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								<Content name="LinkedSource"><null></null></Content>
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								<ProtectedString name="Source">while true do
script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,0.04,0)
wait(0.01)
end
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									<Z>1</Z>
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							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6110">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>17.5</X>
								<Y>139.199997</Y>
								<Z>-5.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6111">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="WedgePart" referent="RBX6112">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>60</X>
								<Y>131.800003</Y>
								<Z>-27</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>26</X>
								<Y>50</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6113">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>16.5</X>
								<Y>118</Y>
								<Z>-5.5</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX6114">
							<Properties>
								<float name="BaseAngle">3.28451108e-007</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6115">
							<Properties>
								<float name="BaseAngle">-9.29472132e+012</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6116">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6117">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-4.39352798</X>
								<Y>125.999847</Y>
								<Z>-11.8994446</Z>
								<R00>-0.707121372</R00>
								<R01>1.6515778e-005</R01>
								<R02>0.707092166</R02>
								<R10>3.9872386e-005</R10>
								<R11>1</R11>
								<R12>1.6516713e-005</R12>
								<R20>-0.707092166</R20>
								<R21>3.98727752e-005</R21>
								<R22>-0.707121372</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>14.4000006</Y>
								<Z>29</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6118">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-14.2505417</X>
								<Y>138.999207</Y>
								<Z>-2.06565857</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>14.4000006</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6119">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-49.5</X>
								<Y>132.600006</Y>
								<Z>-2.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>71</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="WedgePart" referent="RBX6120">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>7.83930206</X>
								<Y>130.1996</Y>
								<Z>-24.1323471</Z>
								<R00>0.707062006</R00>
								<R01>0.707147598</R01>
								<R02>1.64806843e-005</R02>
								<R10>1.64806843e-005</R10>
								<R11>-3.02791595e-005</R11>
								<R12>0.999990463</R12>
								<R20>0.707147598</R20>
								<R21>-0.707052469</R21>
								<R22>-3.02791595e-005</R22>
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							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>106.499855</X>
								<Y>117.999985</Y>
								<Z>13.5008507</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX6147">
							<Properties>
								<float name="BaseAngle">2.28775807e+020</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6148">
							<Properties>
								<float name="BaseAngle">1.2680494e-014</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6149">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6150">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>107.499855</X>
								<Y>139.199188</Y>
								<Z>13.5008507</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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">4</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6151">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6152">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>48.5000305</X>
								<Y>139.199158</Y>
								<Z>-3.50001907</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6153">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6154">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>35</X>
								<Y>142.800003</Y>
								<Z>-2</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>240</X>
								<Y>7.20000029</Y>
								<Z>240</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6155">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>119.5</X>
								<Y>132.59967</Y>
								<Z>-1.49855042</Z>
								<R00>0.000571639161</R00>
								<R01>1.11808296e-008</R01>
								<R02>0.999999821</R02>
								<R10>-4.31595254e-005</R10>
								<R11>1</R11>
								<R12>1.34908484e-008</R12>
								<R20>-0.999999821</R20>
								<R21>-4.31595254e-005</R21>
								<R22>0.000571639219</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>71</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6156">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>74.5973892</X>
								<Y>126.099854</Y>
								<Z>7.69536591</Z>
								<R00>-0.707093179</R00>
								<R01>1.65139136e-005</R01>
								<R02>0.707120419</R02>
								<R10>3.98717275e-005</R10>
								<R11>1</R11>
								<R12>1.65164383e-005</R12>
								<R20>-0.707120419</R20>
								<R21>3.98727716e-005</R21>
								<R22>-0.707093179</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>14.4000006</Y>
								<Z>29</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6157">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
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							<bool name="Anchored">true</bool>
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					</Item>
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						</Properties>
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							</Properties>
						</Item>
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							<Properties>
								<float name="BaseAngle">2.56635493e+032</float>
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							</Properties>
						</Item>
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								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
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								</CoordinateFrame>
								<string name="Name">FIRE</string>
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							</Properties>
						</Item>
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						</Item>
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									<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">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6171">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="WedgePart" referent="RBX6172">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>10</X>
								<Y>131.800003</Y>
								<Z>23</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>26</X>
								<Y>50</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6173">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>87.4996262</X>
								<Y>139.199188</Y>
								<Z>33.5006218</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6174">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6175">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>75</X>
								<Y>120.800003</Y>
								<Z>47</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6176">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6177">
							<Properties>
								<float name="BaseAngle">1.75904477e+022</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6178">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="WedgePart" referent="RBX6179">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>62.3644485</X>
								<Y>130.199661</Y>
								<Z>20.0283089</Z>
								<R00>-0.707105815</R00>
								<R01>-0.707107723</R01>
								<R02>3.00918546e-005</R02>
								<R10>3.98149677e-005</R10>
								<R11>2.74139143e-006</R11>
								<R12>1</R12>
								<R20>-0.707107663</R20>
								<R21>0.707105875</R21>
								<R22>2.62150188e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6180">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>10</X>
								<Y>118.200005</Y>
								<Z>23</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>50</X>
								<Y>1.20000005</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6181">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>31.4999924</X>
								<Y>139.199188</Y>
								<Z>22.4999847</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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">4</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6182">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
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						</Item>
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							<Properties>
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								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
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						</Item>
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								<float name="BaseAngle">6.56669049e+028</float>
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							</Properties>
						</Item>
						<Item class="Script" referent="RBX6195">
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								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
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							</Vector3>
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							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>14.4000006</Y>
								<Z>71</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6197">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>121.999756</X>
								<Y>120.799988</Y>
								<Z>21.0010147</Z>
								<R00>0</R00>
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							<bool name="CanCollide">true</bool>
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							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
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							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
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							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
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							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
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							<token name="shape">1</token>
							<Vector3 name="size">
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								<Y>4</Y>
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							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6198">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6199">
							<Properties>
								<float name="BaseAngle">9.8439425e-012</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6200">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6201">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
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							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>94.9993057</X>
								<Y>118.199997</Y>
								<Z>58.0006943</Z>
								<R00>-1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
								<R11>1</R11>
								<R12>3.05171125e-005</R12>
								<R20>-3.05171125e-005</R20>
								<R21>3.05180438e-005</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
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							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
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							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
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							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>120</X>
								<Y>1.20000005</Y>
								<Z>120</Z>
							</Vector3>
						</Properties>
					</Item>
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							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
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							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>154.499969</X>
								<Y>132.59967</Y>
								<Z>58.5013733</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
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							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">800</token>
							<string name="Name">Part</string>
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							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
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							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>119</Z>
							</Vector3>
						</Properties>
					</Item>
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						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
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							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
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								<Y>120.799988</Y>
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								<Y>0</Y>
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							</Vector3>
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							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6204">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
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									<Y>0</Y>
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								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
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								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
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									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6205">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
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									<R02>0</R02>
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									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6206">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
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						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
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							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>140.499268</X>
								<Y>118.000015</Y>
								<Z>64.5012436</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
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							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
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							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
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							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
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									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
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									<R20>0</R20>
									<R21>0</R21>
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								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6209">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
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									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
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									<R22>1</R22>
								</CoordinateFrame>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6210">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6211">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>55.4993019</X>
								<Y>139.199188</Y>
								<Z>59.5002213</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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">4</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6212">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6213">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>54.4993019</X>
								<Y>118.000015</Y>
								<Z>59.5002213</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX6214">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6215">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6216">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6217">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>141.499268</X>
								<Y>139.199188</Y>
								<Z>64.5012436</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6218">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6219">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>121.499374</X>
								<Y>139.199188</Y>
								<Z>54.5010071</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6220">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6221">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>92.5</X>
								<Y>118</Y>
								<Z>87.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX6222">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6223">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6224">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6225">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>80</X>
								<Y>120.800003</Y>
								<Z>75</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6226">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6227">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6228">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6229">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>35.4986267</X>
								<Y>132.599731</Y>
								<Z>82.5000153</Z>
								<R00>1</R00>
								<R01>3.05180438e-005</R01>
								<R02>-3.05171125e-005</R02>
								<R10>-3.05171125e-005</R10>
								<R11>1</R11>
								<R12>3.05180438e-005</R12>
								<R20>3.05180438e-005</R20>
								<R21>-3.05171125e-005</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>71</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6230">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>60.9990997</X>
								<Y>120.800018</Y>
								<Z>78.0003128</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6231">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6232">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6233">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6234">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>93.5</X>
								<Y>139.199997</Y>
								<Z>87.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6235">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6236">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>126.998978</X>
								<Y>120.800018</Y>
								<Z>88.0010681</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6237">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6238">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6239">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6240">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>60.9988556</X>
								<Y>120.800018</Y>
								<Z>99.0003128</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6241">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6242">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6243">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6244">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>97.9988098</X>
								<Y>120.800018</Y>
								<Z>103.000732</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6245">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6246">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6247">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6248">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>143.49881</X>
								<Y>139.199219</Y>
								<Z>103.501266</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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">4</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6249">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6250">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>43.4989014</X>
								<Y>118.000046</Y>
								<Z>96.5001221</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX6251">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6252">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6253">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6254">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>44.4989014</X>
								<Y>139.199219</Y>
								<Z>96.5001221</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX6255">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6256">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>142.49881</X>
								<Y>118.000046</Y>
								<Z>103.501266</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX6257">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX6258">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX6259">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX6260">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>94.9986343</X>
								<Y>132.599731</Y>
								<Z>117.500824</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>118</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6261">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>79.4986267</X>
								<Y>125.199936</Y>
								<Z>117.400818</Z>
								<R00>-3.26636837e-005</R00>
								<R01>4.31581502e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>1</R11>
								<R12>4.31581502e-005</R12>
								<R20>0.99999994</R20>
								<R21>4.80190998e-010</R21>
								<R22>-3.26636873e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>12.8000002</Y>
								<Z>13</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX6262">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX6263">
						<Properties>
							<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">SpawnPoints</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6264">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>45.5</X>
									<Y>119</Y>
									<Z>-13.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6265">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>35.5</X>
									<Y>119</Y>
									<Z>10.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
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										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6279">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6280">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6281">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>76.5</X>
									<Y>119.800003</Y>
									<Z>112.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6282">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>77.5</X>
									<Y>119.800003</Y>
									<Z>112.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX6283">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6284">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>121.800003</Y>
									<Z>112.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6285">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>75.5</X>
									<Y>121.800003</Y>
									<Z>112.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6286">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6287">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6288">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6289">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6290">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6291">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6292">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6293">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">620</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6294">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6295">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6296">
					<Properties>
						<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">R2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6297">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6298">
							<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>151.5</X>
									<Y>123.300003</Y>
									<Z>28</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6299">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX6300">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6301">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>121.800003</Y>
									<Z>28</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX6302">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX6303">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6304">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6305">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6306">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6307">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>119.800003</Y>
									<Z>28.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6308">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>119.800003</Y>
									<Z>27.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX6309">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6310">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>121.800003</Y>
									<Z>26.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6311">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>121.800003</Y>
									<Z>29.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6312">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6313">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6314">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6315">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6316">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6317">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6318">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6319">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">620</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6320">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6321">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6322">
					<Properties>
						<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">R3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6323">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6324">
							<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>-82.5</X>
									<Y>123.300003</Y>
									<Z>-58</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6325">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX6326">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6327">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>121.800003</Y>
									<Z>-58</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX6328">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX6329">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6330">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6331">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6332">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6333">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>119.800003</Y>
									<Z>-57.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6334">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>119.800003</Y>
									<Z>-58.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX6335">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6336">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>121.800003</Y>
									<Z>-59.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6337">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>121.800003</Y>
									<Z>-56.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6338">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6339">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6340">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6341">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6342">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6343">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6344">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6345">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">620</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6346">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6347">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6348">
					<Properties>
						<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">R4</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6349">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6350">
							<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>-5</X>
									<Y>123.300003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6351">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX6352">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6353">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-5</X>
									<Y>121.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX6354">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX6355">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6356">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6357">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6358">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6359">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-4.5</X>
									<Y>119.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6360">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-5.5</X>
									<Y>119.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX6361">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6362">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>121.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6363">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-3.5</X>
									<Y>121.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6364">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6365">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6366">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6367">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6368">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6369">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6370">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6371">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">620</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6372">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6373">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX6374">
					<Properties>
						<string name="Name">FloodGui</string>
					</Properties>
					<Item class="TextLabel" referent="RBX6375">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<string name="Name">Background</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>-20</XO>
								<YS>0</YS>
								<YO>-50</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>3500</XO>
								<YS>0</YS>
								<YO>3000</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4279970357</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6376">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent

game:GetService(&quot;Debris&quot;):AddItem(script.Parent,10)

for i = 1,10 do wait()
script.Parent.Background.BackgroundTransparency = script.Parent.Background.BackgroundTransparency - 0.1
end
wait(2)
for i = 1,10 do wait()
script.Parent.Background.BackgroundTransparency = script.Parent.Background.BackgroundTransparency + 0.1
end

script.Parent:remove()
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6377">
					<Properties>
						<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">WaterTroll</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6378">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6379">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>34.4000015</X>
									<Y>156.230148</Y>
									<Z>-2</Z>
									<R00>-1</R00>
									<R01>3.05171125e-005</R01>
									<R02>3.05180438e-005</R02>
									<R10>3.05180438e-005</R10>
									<R11>1</R11>
									<R12>3.05171125e-005</R12>
									<R20>-3.05171125e-005</R20>
									<R21>3.05180438e-005</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6380">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1185246</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>3</X>
										<Y>3</Y>
										<Z>4</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6381">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>33.4000015</X>
									<Y>155.730148</Y>
									<Z>-2</Z>
									<R00>-1</R00>
									<R01>3.05171125e-005</R01>
									<R02>3.05180438e-005</R02>
									<R10>3.05180438e-005</R10>
									<R11>1</R11>
									<R12>3.05171125e-005</R12>
									<R20>-3.05171125e-005</R20>
									<R21>3.05180438e-005</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6382">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1185246</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>3</X>
										<Y>3</Y>
										<Z>4</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6383">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>33.700016</X>
									<Y>155.130173</Y>
									<Z>-2</Z>
									<R00>-1</R00>
									<R01>3.05171125e-005</R01>
									<R02>3.05180438e-005</R02>
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								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX6430">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6431">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1012</int>
								<CoordinateFrame name="CFrame">
									<X>35.0999756</X>
									<Y>151.630417</Y>
									<Z>-1.5</Z>
									<R00>1</R00>
									<R01>3.05180438e-005</R01>
									<R02>-3.05171125e-005</R02>
									<R10>-3.05171125e-005</R10>
									<R11>1</R11>
									<R12>3.05180438e-005</R12>
									<R20>3.05180438e-005</R20>
									<R21>-3.05171125e-005</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6432">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6433">
							<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">1012</int>
								<CoordinateFrame name="CFrame">
									<X>35.0999756</X>
									<Y>152.430344</Y>
									<Z>-1.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6434">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>152.400009</Y>
									<Z>-1.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX6435">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>28.2000008</X>
							<Y>153.900085</Y>
							<Z>-8.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">WataBossSkill</string>
						<float name="Reflectance">0.200000003</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX6436">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX6437">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6438">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6439">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = 433

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6440">
					<Properties>
						<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">AssassinBoss</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6441">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6442">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>16.5</X>
									<Y>149.400009</Y>
									<Z>-28</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6443">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>16.5</X>
									<Y>151.199997</Y>
									<Z>-28</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
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										<R21>1</R21>
										<R22>-0</R22>
									</CoordinateFrame>
									<string name="Name">Neck</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6494">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6495">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6496">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6497">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-71.5</X>
									<Y>119.800003</Y>
									<Z>-64.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6498">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-71.5</X>
									<Y>119.800003</Y>
									<Z>-63.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6499">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-71.5</X>
									<Y>121.800003</Y>
									<Z>-62.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6500">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-71.5</X>
									<Y>121.800003</Y>
									<Z>-65.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6501">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Wata&quot;,&quot;Slam&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 10

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Wata&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WataBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.2)
&#9;end
elseif attack == &quot;Slam&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6502">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6503">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">6000000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6504">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6505">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6506">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">3450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6507">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">1000</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX6508">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6509">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6510">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 16

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.WaterTroll)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6511">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
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							</Properties>
							<Item class="Sound" referent="RBX6512">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6513">
					<Properties>
						<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">Boss20</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6514">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6515">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>90</X>
									<Y>123.300003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
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								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6516">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX6517">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6518">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>90</X>
									<Y>121.800003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
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								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX6519">
								<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>
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									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
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										<R01>0</R01>
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										<R11>1</R11>
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										<R20>1</R20>
										<R21>0</R21>
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									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
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									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX6520">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>-1</R00>
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										<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>
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										<R10>0</R10>
										<R11>0</R11>
										<R12>1</R12>
										<R20>0</R20>
										<R21>1</R21>
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									</CoordinateFrame>
									<string name="Name">Neck</string>
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									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6521">
								<Properties>
									<CoordinateFrame name="C0">
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										<Y>-1</Y>
										<Z>0</Z>
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										<R11>1</R11>
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										<R20>-1</R20>
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									</CoordinateFrame>
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									</CoordinateFrame>
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								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6522">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2</X>
										<Y>0.5</Y>
										<Z>0</Z>
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										<R01>0</R01>
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									</CoordinateFrame>
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									</CoordinateFrame>
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								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6523">
								<Properties>
									<CoordinateFrame name="C0">
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									</CoordinateFrame>
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									</CoordinateFrame>
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								</Properties>
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						</Item>
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								<bool name="Locked">false</bool>
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							</Properties>
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								</CoordinateFrame>
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								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6526">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>91.5</X>
									<Y>121.800003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6527">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>88.5</X>
									<Y>121.800003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6528">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Wata&quot;,&quot;Slam&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 10

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Wata&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WataBossSkill:clone()

&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;missile.Size = missile.Size + Vector3.new(2,2,2)
&#9;end
&#9;end)

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.2)
&#9;end
elseif attack == &quot;Slam&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.2)
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6529">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6530">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10000000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6531">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6532">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6533">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">6450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6534">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX6535">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6536">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6537">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 16

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.WavernKnight)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6538">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6539">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX6540">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Branch4</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX6541">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6542">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-4</X>
								<Y>65</Y>
								<Z>-155.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6543">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=10908449</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
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								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6559">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>136.5</X>
									<Y>134.600006</Y>
									<Z>-37.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6560">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6561">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6562">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6563">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6564">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6565">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">7000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6566">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">600</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6567">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6568">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6569">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
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								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6585">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>71.5</X>
									<Y>134.600006</Y>
									<Z>102.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6586">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6587">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6588">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6589">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6590">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6591">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">7000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6592">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">600</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6593">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6594">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6595">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6596">
					<Properties>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
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							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<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>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>124</X>
								<Y>2.4000001</Y>
								<Z>124</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="WedgePart" referent="RBX6646">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1029</int>
							<CoordinateFrame name="CFrame">
								<X>33</X>
								<Y>61</Y>
								<Z>55</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">816</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>124</X>
								<Y>9.60000038</Y>
								<Z>10</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6647">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1021</int>
							<CoordinateFrame name="CFrame">
								<X>62</X>
								<Y>61</Y>
								<Z>-93</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1280</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>182</X>
								<Y>9.60000038</Y>
								<Z>58</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="WedgePart" referent="RBX6648">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1029</int>
							<CoordinateFrame name="CFrame">
								<X>90</X>
								<Y>61</Y>
								<Z>-2</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">816</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>124</X>
								<Y>9.60000038</Y>
								<Z>10</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6649">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>33</X>
								<Y>59</Y>
								<Z>-2</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>124</X>
								<Y>2.4000001</Y>
								<Z>124</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6650">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1021</int>
							<CoordinateFrame name="CFrame">
								<X>124</X>
								<Y>61</Y>
								<Z>27</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1280</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>182</X>
								<Y>9.60000038</Y>
								<Z>58</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX6651">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>32.9997368</X>
								<Y>56.997673</Y>
								<Z>-1.99981689</Z>
								<R00>0.00100158667</R00>
								<R01>0.00116352318</R01>
								<R02>0.999998808</R02>
								<R10>0.00362483296</R10>
								<R11>0.999992728</R11>
								<R12>-0.00116714672</R12>
								<R20>-0.999992907</R20>
								<R21>0.00362599757</R21>
								<R22>0.00099736196</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>124</X>
								<Y>2.4000001</Y>
								<Z>124</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX6652">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>5.20000076</X>
							<Y>31.800005</Y>
							<Z>7.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">Frost</string>
						<float name="Reflectance">0.600000024</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX6653">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX6654">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6655">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6656">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if hit.Parent.Name == &quot;Boss&quot; then
&#9;&#9;&#9;print(&quot;NOP&quot;)
&#9;&#9;else
&#9;&#9;&#9;for _,things in pairs(hit.Parent:GetChildren()) do
&#9;&#9;&#9;&#9;if things:IsA(&quot;BasePart&quot;) then
&#9;&#9;&#9;&#9;&#9;things.Anchored = true
&#9;&#9;&#9;&#9;&#9;things.Reflectance = 0.6
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Script&quot;) then
&#9;&#9;&#9;&#9;hit.Parent.Script.Disabled = true
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX6657">
						<Properties>
							<Color3 name="Color">4278255615</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4278190335</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX6658">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>5.20000076</X>
							<Y>36.799984</Y>
							<Z>7.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">Freeze</string>
						<float name="Reflectance">0.600000024</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>10</X>
							<Y>10</Y>
							<Z>10</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX6659">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX6660">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6661">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6662">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;for _,things in pairs(hit.Parent:GetChildren()) do
&#9;&#9;&#9;&#9;if things:IsA(&quot;BasePart&quot;) then
&#9;&#9;&#9;&#9;&#9;things.Anchored = true
&#9;&#9;&#9;&#9;&#9;things.Reflectance = 0.6
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Script&quot;) then
&#9;&#9;&#9;&#9;hit.Parent.Script.Disabled = true
&#9;&#9;&#9;end
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Attacks&quot;) then
&#9;&#9;&#9;&#9;hit.Parent.Attacks.Disabled = true
&#9;&#9;&#9;end
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Freezer&quot;) then
&#9;&#9;&#9;&#9;print(&quot;NO&quot;)
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;game.Lighting.Freezer:clone().Parent = hit.Parent
&#9;&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

me = script.Parent

while wait() do
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;,game.Workspace)
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.Transparency = me.Transparency
&#9;&#9;Wavee.Reflectance = me.Reflectance
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;mesh = Instance.new(&quot;BlockMesh&quot;,Wavee)
&#9;&#9;mesh.Scale = Vector3.new(25,25,25)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,4)
&#9;&#9;&#9;Wavee.CFrame = me.CFrame
&#9;&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;&#9;wait()
end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX6663">
						<Properties>
							<Color3 name="Color">4278255615</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4278190335</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX6664">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Freezer</string>
						<ProtectedString name="Source">wait(3)

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)
---Ninjas poison skill thingy

wait(17)

hit = script.Parent

if hit:findFirstChild(&quot;Script&quot;) then
hit.Script.Disabled = false
end
if hit:findFirstChild(&quot;Attacks&quot;) then
hit.Attacks.Disabled = false
end

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then things.Anchored = false
things.Reflectance = 0 end
end

script:remove()
</ProtectedString>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX6665">
					<Properties>
						<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">NecromancerDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6666">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6667">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.1000004</Y>
									<Z>7</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX6668">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6669">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6670">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>28.7000008</Y>
									<Z>7</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6671">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=21057410</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.04999995</X>
										<Y>1.04999995</Y>
										<Z>1.04999995</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=47694309</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6672">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>28.0900173</Y>
									<Z>6.99999809</Z>
									<R00>-9.15471464e-005</R00>
									<R01>1</R01>
									<R02>9.15480778e-005</R02>
									<R10>3.05157155e-005</R10>
									<R11>-9.15452838e-005</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>9.15499404e-005</R21>
									<R22>-3.05073336e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6673">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/Asset/?id=9944765</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2</Y>
										<Z>4.5999999</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6674">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6675">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6676">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>28.0900173</Y>
									<Z>7.00000191</Z>
									<R00>-9.15471464e-005</R00>
									<R01>-1</R01>
									<R02>-3.05147842e-005</R02>
									<R10>3.05157155e-005</R10>
									<R11>-3.05175781e-005</R11>
									<R12>1</R12>
									<R20>-1</R20>
									<R21>9.15462151e-005</R21>
									<R22>3.05185094e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6677">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/Asset/?id=9944765</url></Content>
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									<string name="Name">Mesh</string>
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										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2</Y>
										<Z>4.5999999</Z>
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									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
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									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6678">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6679">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>4.99999809</X>
									<Y>25.699976</Y>
									<Z>7</Z>
									<R00>5.34659193e-005</R00>
									<R01>4.31590452e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>-1</R11>
									<R12>-4.31590452e-005</R12>
									<R20>-0.99999994</R20>
									<R21>1.37802481e-009</R21>
									<R22>-5.3465923e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6681">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=63717022</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.70000005</X>
										<Y>1</Y>
										<Z>1.5</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=63717032</url></Content>
									<Vector3 name="VertexColor">
										<X>0</X>
										<Y>0</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6682">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6683">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX6684">
						<Properties>
							<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">Arm1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6685">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.1000004</Y>
									<Z>5.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX6686">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6687">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6688">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.2900143</Y>
									<Z>5.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6689">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6690">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6691">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.8999996</Y>
									<Z>5.5</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>
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								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6693">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6694">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6695">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6696">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1029</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.9000225</Y>
									<Z>5.30000019</Z>
									<R00>1</R00>
									<R01>3.73764087e-005</R01>
									<R02>-2.15781438e-005</R02>
									<R10>-2.15781438e-005</R10>
									<R11>0.866004944</R11>
									<R12>0.500030637</R12>
									<R20>3.73764087e-005</R20>
									<R21>-0.500030637</R21>
									<R22>0.866004944</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6697">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=4770583</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2.5</Y>
										<Z>2.5</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=0</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6698">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6699">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX6700">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6701">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.1000004</Y>
									<Z>8.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX6702">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6703">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6704">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.8999996</Y>
									<Z>8.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6705">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6706">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6707">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6708">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.49999952</X>
									<Y>26.2900124</Y>
									<Z>8.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6709">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6710">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6711">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6712">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1029</int>
								<CoordinateFrame name="CFrame">
									<X>5.49999952</X>
									<Y>27.9000225</Y>
									<Z>8.69999981</Z>
									<R00>-1</R00>
									<R01>2.15765267e-005</R01>
									<R02>3.73747098e-005</R02>
									<R10>3.73742623e-005</R10>
									<R11>0.866000175</R11>
									<R12>0.50004369</R12>
									<R20>-2.1577298e-005</R20>
									<R21>0.50004369</R21>
									<R22>-0.866000175</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6713">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=4770583</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2.5</Y>
										<Z>2.5</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=0</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6714">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6715">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX6716">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6717">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>25.1000004</Y>
									<Z>7.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX6718">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6719">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6720">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>24.8999996</Y>
									<Z>7.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6721">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6722">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6723">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6724">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>24.3000011</Y>
									<Z>7.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6725">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6726">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6727">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX6728">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6729">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>25.1000004</Y>
									<Z>6.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX6730">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6731">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6732">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>24.3000011</Y>
									<Z>6.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
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								<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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6733">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
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									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6734">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6735">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
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								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>24.8999996</Y>
									<Z>6.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6737">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6738">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6739">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6740">
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						<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">NecromancerSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6741">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6742">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.1101036</Y>
									<Z>12</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
									<R20>0.99999994</R20>
									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
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								<token name="formFactorRaw">0</token>
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								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX6743">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6744">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6745">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
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								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
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									<Y>28.8101044</Y>
									<Z>12</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
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									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
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								</Vector3>
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									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
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								<Properties>
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										<X>0</X>
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										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
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								</Properties>
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								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
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									<R01>1</R01>
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									<R10>3.05157155e-005</R10>
									<R11>-9.15452838e-005</R11>
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									<R20>1</R20>
									<R21>9.15499404e-005</R21>
									<R22>-3.05073336e-005</R22>
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								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
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								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
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								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6748">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/Asset/?id=9944765</url></Content>
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									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2</Y>
										<Z>4.5999999</Z>
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									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6749">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6750">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6751">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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									<R00>-9.15471464e-005</R00>
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									<R11>-3.05175781e-005</R11>
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									<R20>-1</R20>
									<R21>9.15462151e-005</R21>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
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								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
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								</Vector3>
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								<Vector3 name="size">
									<X>1</X>
									<Y>1</Y>
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							</Properties>
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									<Content name="MeshId"><url>http://www.roblox.com/Asset/?id=9944765</url></Content>
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										<X>2.5</X>
										<Y>2</Y>
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										<X>1</X>
										<Y>1</Y>
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								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6753">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6754">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
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								<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">Arm1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6756">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
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									<Y>27.1101036</Y>
									<Z>10.5</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
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									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
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								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX6757">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6758">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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							</Item>
						</Item>
						<Item class="Part" referent="RBX6759">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.3000011</Y>
									<Z>10.5</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>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
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								<token name="shape">1</token>
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									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6760">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6761">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6762">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								</Item>
							</Item>
						</Item>
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								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.9101028</Y>
									<Z>10.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6764">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
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								</Properties>
							</Item>
						</Item>
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							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
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								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
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								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
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									<R10>-2.15781438e-005</R10>
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									<R20>3.73764087e-005</R20>
									<R21>-0.500030637</R21>
									<R22>0.866004944</R22>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
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								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
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								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
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								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6766">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=4770583</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.20000005</X>
										<Y>2.20000005</Y>
										<Z>2.20000005</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=0</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6767">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6768">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								<Y>0</Y>
								<Z>0</Z>
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								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
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							<string name="Name">Arm2</string>
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						</Properties>
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
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									<Y>27.1101036</Y>
									<Z>13.5</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
									<R20>0.99999994</R20>
									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
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								</Vector3>
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								<float name="TopParamB">0.5</float>
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								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
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								</Vector3>
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								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX6771">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6772">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
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										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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						</Item>
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								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
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									<Y>26.9101048</Y>
									<Z>13.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6774">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6775">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX6776">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
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							</Item>
						</Item>
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.3000011</Y>
									<Z>13.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6778">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6779">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
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										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.8999996</Y>
									<Z>13.5</Z>
									<R00>0</R00>
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									<R02>1</R02>
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									<R11>1</R11>
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									<R20>-1</R20>
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									<R22>0</R22>
								</CoordinateFrame>
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								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
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								<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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
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									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX6782">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
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									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
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								</Properties>
							</Item>
							<Item class="Fire" referent="RBX6783">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								<Y>0</Y>
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								<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>
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							<Ref name="PrimaryPart">null</Ref>
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								<bool name="Anchored">true</bool>
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								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
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									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
									<R20>0.99999994</R20>
									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
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								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
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								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
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							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX6799">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=10604848</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=10605252</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX6800">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX6801">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX6802">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 0
cryform = false
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;force.Parent = nil

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.flamerc.Value &lt; 1 then
&#9;&#9;stats.flamerc.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Flamer:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 4
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Intelligence.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.frostc.Value &lt; 1 and stats.Frost.Value == true then
&#9;&#9;stats.frostc.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Frost:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Intelligence.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;end
end
&#9;if key==&quot;r&quot; then --E HOTKEY
&#9;&#9;if stats.freezec.Value &lt; 1 and stats.Freeze.Value == true then
&#9;&#9;stats.freezec.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Freeze:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 10
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Intelligence.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;end
end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.necfc.Value &lt; 1 and stats.NecromancerCryForm.Value == true and cryform == false then cryform = true
&#9;&#9;stats.necfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NecromancerDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;cryform = false
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.reakc.Value &lt; 1 and stats[&quot;Reak&quot;].Value == true then
&#9;&#9;stats.reakc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

script.Parent.Summoner.Disabled = false

&#9;&#9;end
&#9;end
&#9;if key==&quot;x&quot; then ----F hotkey
&#9;&#9;if stats.arctiusc.Value &lt; 1 and stats[&quot;Arctius&quot;].Value == true and cryform == true then
&#9;&#9;stats.arctiusc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

ff = Instance.new(&quot;ForceField&quot;,script.Parent)
game:GetService(&quot;Debris&quot;):AddItem(ff,20)

&#9;&#9;end
&#9;end
&#9;if key==&quot;g&quot; then ----F hotkey
&#9;&#9;if stats.raynec.Value &lt; 1 and stats[&quot;RayNe&quot;].Value == true then
&#9;&#9;stats.raynec.Value = 45
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.Reflectance = 0.7
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;m = Instance.new(&quot;BodyForce&quot;,hit.Parent.Torso)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(m,5)
&#9;&#9;m.force = Vector3.new(0,1899,0)
torso = hit.Parent.Torso
torso.CFrame = CFrame.new(torso.Position.x,torso.Position.y,torso.Position.z,0, 0, 1, 0, -1, 0, 1, 0, 0)
hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;end
&#9;&#9;end)

&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6803">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">for i = 1,2 do
&#9;&#9;far = game.Lighting.NecroZombie:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

wait(1.5)

end

&#9;&#9;script.Disabled = true

</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX6804">
					<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">21</int>
						<CoordinateFrame name="CFrame">
							<X>-6.79999924</X>
							<Y>26.6000061</Y>
							<Z>11.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">Flamer</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>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX6805">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX6806">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6807">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX6808">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Bright red&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX6809">
						<Properties>
							<Color3 name="Color">4294967040</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4294901760</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6810">
					<Properties>
						<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">NecroZombie</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6811">
						<Properties>
							<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">SPAWNING</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6812">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>28.6000004</Y>
									<Z>12</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.5</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6813">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX6814">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6815">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>27.1000004</Y>
									<Z>12</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX6816">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX6817">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6818">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6819">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX6820">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6821">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>25.1000004</Y>
									<Z>11.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.5</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6822">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>25.1000004</Y>
									<Z>12.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX6823">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6824">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>27.1000004</Y>
									<Z>13.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.800000012</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6825">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>27.1000004</Y>
									<Z>10.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.5</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6826">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Humanoid&quot;
humanoidd.WalkSpeed = 25

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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;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)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6827">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Humanoid&quot;)

enemy.Humanoid.MaxHealth = enemy.Health.Value
enemy.Humanoid.Health = enemy.Humanoid.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Humanoid.Health.. &quot;/&quot; ..enemy.Humanoid.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6828">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6829">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Zombie&quot;)
&#9;if human ~= nil then
dmg = maxd.Value
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Torso&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6830">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX6831">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">15000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6832">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6833">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6834">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

script.Parent.Humanoid.Died:connect(function()
wait(0.5)

script.Parent.OverKill.Value = math.random(1,9000)

c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Humanoid.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6835">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6836">
					<Properties>
						<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">SmasherSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6837">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6838">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-5.2999754</X>
									<Y>29.0999069</Y>
									<Z>16.9999962</Z>
									<R00>-1</R00>
									<R01>3.05171125e-005</R01>
									<R02>3.05180438e-005</R02>
									<R10>3.05180438e-005</R10>
									<R11>1</R11>
									<R12>3.05171125e-005</R12>
									<R20>-3.05171125e-005</R20>
									<R21>3.05180438e-005</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
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									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6944">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-4.59999847</X>
									<Y>24.5001907</Y>
									<Z>16.5</Z>
									<R00>1</R00>
									<R01>3.05180438e-005</R01>
									<R02>-3.05171125e-005</R02>
									<R10>-3.05171125e-005</R10>
									<R11>1</R11>
									<R12>3.05180438e-005</R12>
									<R20>3.05180438e-005</R20>
									<R21>-3.05171125e-005</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6945">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6946">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>-6.19997692</X>
									<Y>25.2698345</Y>
									<Z>16.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX6947">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6948">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-4.60000134</X>
									<Y>24.5001907</Y>
									<Z>17.5</Z>
									<R00>1</R00>
									<R01>3.05180438e-005</R01>
									<R02>-3.05171125e-005</R02>
									<R10>-3.05171125e-005</R10>
									<R11>1</R11>
									<R12>3.05180438e-005</R12>
									<R20>3.05180438e-005</R20>
									<R21>-3.05171125e-005</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX6949">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6950">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-4.60000134</X>
									<Y>25.3001194</Y>
									<Z>17.4999981</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6951">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>-6.19997787</X>
									<Y>25.2698345</Y>
									<Z>17.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="HopperBin" referent="RBX6952">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">SteelKnuckles</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="BoolValue" referent="RBX6953">
						<Properties>
							<string name="Name">MouseClick</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX6954">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">_EVT</string>
							<ProtectedString name="Source">script.Parent.Selected:connect(function(mouse)
&#9;mouse.Button1Down:connect(function()
&#9;&#9;script.Parent.MouseClick.Value = not script.Parent.MouseClick.Value
&#9;end)
end)</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX6955">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX6956">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">_Main</string>
							<ProtectedString name="Source">Reload = 0
Reload2 = 0

--player
player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.rushc.Value &lt; 1 then
&#9;&#9;stats.rushc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = myTorso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(15,15,15)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)

&#9;game:GetService(&quot;Debris&quot;):AddItem(bri,10)

dude = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value + stats.Defense.Value

&#9;bri.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;hit.Parent.Zombie:TakeDamage(dude) humanoid = hit.Parent
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + dude end
&#9;end
&#9;end)
&#9;
&#9;for i = 1,55 do wait()
&#9;bri.CFrame = me.Torso.CFrame
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;
&#9;else return end
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.ceriusc.Value &lt; 1 and stats.Cerius.Value == true then
&#9;&#9;stats.ceriusc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,30 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = me.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;for i = 1,amnt do wait()
&#9;&#9;&#9;&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;&#9;&#9;end
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(100)
&#9;&#9;&#9;hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + 500
&#9;&#9;&#9;stats.Parent.Comboc.Value = 10
&#9;&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)
&#9;missile.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;missile.Reflectance = 0.2
&#9;missile.KillScript.Disabled = true

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.smcfc.Value &lt; 1 and stats.SmasherCryForm.Value == true then
&#9;&#9;stats.smcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.SmasherDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;x&quot; then
&#9;&#9;if stats.ragerc.Value &lt; 1 and stats.Rager.Value == true and stats.smcfc.Value &gt; 0 then
&#9;&#9;stats.ragerc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;BlockMesh&quot;,Wave)
&#9;&#9;WaveMesh.Scale = Vector3.new(50,50,50)
&#9;&#9;for i = 1,5 do
&#9;&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;Wave.Transparency = 0
&#9;&#9;&#9;WaveMesh.Scale = Vector3.new(50,50,50)
&#9;&#9;&#9;for i = 1 , 10 do
&#9;&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;&#9;Wave.CFrame = Wave.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale - Vector3.new(5, 5, 5)
&#9;&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;&#9;wait()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,20)
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;Wave.Size = Vector3.new(15,15,15)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,1,1)
&#9;&#9;Wave.Transparency = 0.3
&#9;&#9;for i = 1 , 160 do
&#9;&#9;&#9;Wavee = Wave:clone()
&#9;&#9;&#9;Wavee.Parent = game.Workspace
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Strength.Value)
&#9;&#9;&#9;&#9;hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + 160
&#9;&#9;&#9;end
&#9;&#9;end)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,4)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;wait()
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

--onselected, save shoulders and get player
script.Parent.Selected:connect(function(m)

script.Parent.Dmg.Value = script.Parent.Parent.Parent.Statistics.Strength.Value

player=game.Players.LocalPlayer

stats=player.Statistics
me = game.Players.LocalPlayer.Character

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 

&#9;player = script.Parent.Parent.Parent
&#9;local ch = script.Parent.Parent.Parent.Character
&#9;RSH = ch.Torso[&quot;Right Shoulder&quot;]
&#9;LSH = ch.Torso[&quot;Left Shoulder&quot;]
&#9;--
&#9;RSH.Parent = nil
&#9;LSH.Parent = nil
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;end
end)

--griptcf = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-math.pi/2+0.5, 0, 0)

script.Parent.Deselected:connect(function()
&#9;--Bring_Arm_Down animation
&#9;RW.Parent = nil
&#9;LW.Parent = nil
&#9;RSH.Parent = player.Character.Torso
&#9;LSH.Parent = player.Character.Torso
end)

function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

dmg = 0

function ClawHit(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
print(&quot;Zombie Targetted&quot;)
&#9;local vCharacter = game.Players.LocalPlayer.Character
&#9;local vPlayer = game.Players.LocalPlayer
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
print(&quot;Hitting&quot;)
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
print(&quot;Found Right Arm&quot;)
--&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
--&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
--print(&quot;RightGrip attached to sword!&quot;)
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
vPlayer.Combo.Value = vPlayer.Combo.Value + 2
vPlayer.Comboc.Value = 10
damage = script.Parent.Dmg.Value + dmg + vPlayer.Combo.Value
slash_damage = script.Parent.Dmg.Value + dmg + vPlayer.Combo.Value
lunge_damage = script.Parent.Dmg.Value + dmg + vPlayer.Combo.Value

if script.Parent.Parent.Parent.Statistics.Theft.Value == true then
&#9;&#9;&#9;&#9;&#9;humanoid.Died:connect(function()
vPlayer.Statistics.Gold.Value = vPlayer.Statistics.Gold.Value + 10
&#9;&#9;&#9;&#9;&#9;end) end

humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


--&#9;end
end 

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = game.Players.LocalPlayer.Character
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(ClawHit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(ClawHit)
&#9;local con3 = ch.Arm1:FindFirstChild(&quot;Middle&quot;).Touched:connect(ClawHit)
&#9;local con4 = ch.Arm2:FindFirstChild(&quot;Middle&quot;).Touched:connect(ClawHit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
        con3:disconnect()
        con4:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

function Claw2()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

local a = false
local co = nil
--OMGHAX mouseclick
local last_click = 0
script.Parent.MouseClick.Changed:connect(function()
&#9;if time() - last_click &lt; 0.75 then
&#9;
&#9;else
&#9;&#9;anim = &quot;norm&quot;
&#9;&#9;last_click = time()
&#9;&#9;Claw()
&#9;end
end)

game.Players.LocalPlayer.Character:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(ClawHit)
game.Players.LocalPlayer.Character:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(ClawHit)
game.Players.LocalPlayer.Character.Arm1:FindFirstChild(&quot;Middle&quot;).Touched:connect(ClawHit)
game.Players.LocalPlayer.Character.Arm2:FindFirstChild(&quot;Middle&quot;).Touched:connect(ClawHit)
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								<token name="BackSurfaceInput">0</token>
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								<int name="BrickColor">24</int>
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								<float name="LeftParamB">0.5</float>
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								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
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								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
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								<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>
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								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
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							</Properties>
							<Item class="SpecialMesh" referent="RBX6960">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
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									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
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									</Vector3>
									<Vector3 name="Scale">
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									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
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										<Y>1</Y>
										<Z>1</Z>
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								</Properties>
							</Item>
							<Item class="Sound" referent="RBX6961">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX6962">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
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								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
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									<R20>0</R20>
									<R21>0</R21>
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								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
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								<token name="FrontSurface">0</token>
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								<float name="LeftParamA">0</float>
								<float name="LeftParamB">0</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
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								<token name="RightSurface">0</token>
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								<float name="TopParamA">-0.5</float>
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							<Item class="Motor" referent="RBX6963">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
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								</Properties>
							</Item>
							<Item class="Snap" referent="RBX6964">
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							<Item class="Motor" referent="RBX6965">
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									</CoordinateFrame>
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										<R12>-0</R12>
										<R20>-1</R20>
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								<Vector3 name="RotVelocity">
									<X>0</X>
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								</Vector3>
								<float name="TopParamA">-0.5</float>
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								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6969">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>74.5</X>
									<Y>132.600006</Y>
									<Z>86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6970">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>75.5</X>
									<Y>134.600006</Y>
									<Z>86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX6971">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>72.5</X>
									<Y>134.600006</Y>
									<Z>86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6972">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Wata&quot;,&quot;Slam&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 10

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Wata&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBossBullet:clone()

&#9;game.Lighting.NinjaStar.Mesh:clone().Parent = missile

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.2)
&#9;end
elseif attack == &quot;Slam&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6973">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6974">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">55000000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6975">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6976">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6977">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">9050</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6978">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">4000</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX6979">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX6980">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6981">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.AssassinBoss)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX6982">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX6983">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX6984">
					<Properties>
						<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">GladiatorBoss</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX6985">
						<Properties>
							<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">Arm1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX6986">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>72.2000046</X>
									<Y>62.5</Y>
									<Z>-278.5</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
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										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX7191">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX7192">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX7193">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>96.5</X>
									<Y>60</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7194">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>95.5</X>
									<Y>60</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX7195">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7196">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>94.5</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7197">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>97.5</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7198">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.GladiatorBoss)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7199">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7200">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7201">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch4&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX7202">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX7203">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7204">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">1500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7205">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">5200</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7206">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7207">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7208">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Spin&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,15 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.GBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,5 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX7209">
					<Properties>
						<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">Boss23</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX7210">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX7211">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>120</X>
									<Y>63.5</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX7212">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX7213">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX7214">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>120</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX7215">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX7216">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX7217">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX7218">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX7219">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX7220">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>120.5</X>
									<Y>60</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7221">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>119.5</X>
									<Y>60</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX7222">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7223">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>118.5</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7224">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7225">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 30

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.CrusadorBoss)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7226">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7227">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7228">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch4&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX7229">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX7230">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">20000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7231">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2080</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7232">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">5200</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7233">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7234">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7235">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Spin&quot;,&quot;Boulder&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,15 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.GBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,2 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX7236">
					<Properties>
						<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">Boss24</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX7237">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX7238">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>102</X>
									<Y>118.5</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX7239">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX7240">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX7241">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>102</X>
									<Y>117</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX7242">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX7243">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX7244">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX7245">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX7246">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX7247">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>102.5</X>
									<Y>115</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7248">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>101.5</X>
									<Y>115</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX7249">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7250">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>100.5</X>
									<Y>117</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7251">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>103.5</X>
									<Y>117</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7252">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 30

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.CrusadorCryForm)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7253">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7254">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7255">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch4&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX7256">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX7257">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">50000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7258">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">4080</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7259">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7900</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7260">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7261">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7262">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Throw&quot;,&quot;Spin&quot;,&quot;Boulder&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerBossRocket:clone()
&#9;dmg = script.Parent.MaxDmg:clone()
&#9;dmg.Name = &quot;Dmg&quot;
&#9;dmg.Parent = missile

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(1.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,2 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
end
end
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									<bool name="PlayOnRemove">false</bool>
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								</Properties>
							</Item>
						</Item>
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								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX7278">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>101.5</X>
									<Y>62</Y>
									<Z>416.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7279">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Humanoid&quot;
humanoidd.WalkSpeed = 25

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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;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)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7280">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Humanoid&quot;)

enemy.Humanoid.MaxHealth = enemy.Health.Value
enemy.Humanoid.Health = enemy.Humanoid.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;ALLY&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7281">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7282">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Zombie&quot;)
&#9;if human ~= nil then
dmg = maxd.Value
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Torso&quot;].Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX7283">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX7284">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7285">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7286">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">110</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX7287">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

script.Parent.Humanoid.Died:connect(function()
wait(0.5)

script.Parent.OverKill.Value = math.random(1,9000)

c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Humanoid.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX7288">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX7289">
					<Properties>
						<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">TheCliff2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX7290">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Model</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX7291">
							<Properties>
								<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">Scenery</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX7292">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>278</X>
										<Y>77.5</Y>
										<Z>-353.5</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Dirt Brick</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>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>22</X>
										<Y>37</Y>
										<Z>39</Z>
									</Vector3>
								</Properties>
								<Item class="BlockMesh" referent="RBX7293">
									<Properties>
										<float name="Bevel">0</float>
										<float name="Bevel Roundness">0</float>
										<float name="Bulge">0</float>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
							</Item>
							<Item class="Model" referent="RBX7294">
								<Properties>
									<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">Tree</string>
									<Ref name="PrimaryPart">null</Ref>
								</Properties>
								<Item class="Part" referent="RBX7295">
									<Properties>
										<bool name="Anchored">true</bool>
										<float name="BackParamA">-0.5</float>
										<float name="BackParamB">0.5</float>
										<token name="BackSurface">1</token>
										<token name="BackSurfaceInput">0</token>
										<float name="BottomParamA">-0.5</float>
										<float name="BottomParamB">0.5</float>
										<token name="BottomSurface">1</token>
										<token name="BottomSurfaceInput">0</token>
										<int name="BrickColor">28</int>
										<CoordinateFrame name="CFrame">
											<X>187.5</X>
											<Y>76.5999985</Y>
											<Z>-218.5</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>
										<float name="Elasticity">0.5</float>
										<float name="Friction">0.300000012</float>
										<float name="FrontParamA">-0.5</float>
										<float name="FrontParamB">0.5</float>
										<token name="FrontSurface">1</token>
										<token name="FrontSurfaceInput">0</token>
										<float name="LeftParamA">-0.5</float>
										<float name="LeftParamB">0.5</float>
										<token name="LeftSurface">1</token>
										<token name="LeftSurfaceInput">0</token>
										<bool name="Locked">true</bool>
										<token name="Material">256</token>
										<string name="Name">Tree</string>
										<float name="Reflectance">0</float>
										<float name="RightParamA">-0.5</float>
										<float name="RightParamB">0.5</float>
										<token name="RightSurface">1</token>
										<token name="RightSurfaceInput">0</token>
										<Vector3 name="RotVelocity">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<float name="TopParamA">-0.5</float>
										<float name="TopParamB">0.5</float>
										<token name="TopSurface">1</token>
										<token name="TopSurfaceInput">0</token>
										<float name="Transparency">0</float>
										<Vector3 name="Velocity">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<token name="formFactorRaw">1</token>
										<token name="shape">1</token>
										<Vector3 name="size">
											<X>17</X>
											<Y>13.1999998</Y>
											<Z>15</Z>
										</Vector3>
									</Properties>
									<Item class="SpecialMesh" referent="RBX7296">
										<Properties>
											<token name="LODX">2</token>
											<token name="LODY">2</token>
											<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1290033</url></Content>
											<token name="MeshType">5</token>
											<string name="Name">Mesh</string>
											<Vector3 name="Offset">
												<X>0</X>
												<Y>0</Y>
												<Z>0</Z>
											</Vector3>
											<Vector3 name="Scale">
												<X>14</X>
												<Y>10</Y>
												<Z>14</Z>
											</Vector3>
											<Content name="TextureId"><url>http://www.roblox.com/asset/?id=2861779</url></Content>
											<Vector3 name="VertexColor">
												<X>1</X>
												<Y>1</Y>
												<Z>-1</Z>
											</Vector3>
										</Properties>
									</Item>
								</Item>
								<Item class="Model" referent="RBX7297">
									<Properties>
										<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">Stump</string>
										<Ref name="PrimaryPart">null</Ref>
									</Properties>
									<Item class="Part" referent="RBX7298">
										<Properties>
											<bool name="Anchored">true</bool>
											<float name="BackParamA">-0.5</float>
											<float name="BackParamB">0.5</float>
											<token name="BackSurface">0</token>
											<token name="BackSurfaceInput">0</token>
											<float name="BottomParamA">-0.5</float>
											<float name="BottomParamB">0.5</float>
											<token name="BottomSurface">4</token>
											<token name="BottomSurfaceInput">0</token>
											<int name="BrickColor">192</int>
											<CoordinateFrame name="CFrame">
												<X>188.000061</X>
												<Y>64.5997467</Y>
												<Z>-217.999756</Z>
												<R00>-1</R00>
												<R01>3.05180438e-005</R01>
												<R02>3.05171125e-005</R02>
												<R10>3.05171125e-005</R10>
												<R11>1</R11>
												<R12>-3.05180438e-005</R12>
												<R20>-3.05180438e-005</R20>
												<R21>-3.05171125e-005</R21>
												<R22>-1</R22>
											</CoordinateFrame>
											<bool name="CanCollide">true</bool>
											<float name="Elasticity">0.5</float>
											<float name="Friction">0.300000012</float>
											<float name="FrontParamA">-0.5</float>
											<float name="FrontParamB">0.5</float>
											<token name="FrontSurface">0</token>
											<token name="FrontSurfaceInput">0</token>
											<float 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>
											<token name="Material">256</token>
											<string name="Name">Bark</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>
											<token name="formFactorRaw">1</token>
											<token name="shape">1</token>
											<Vector3 name="size">
												<X>4</X>
												<Y>10.8000002</Y>
												<Z>4</Z>
											</Vector3>
										</Properties>
									</Item>
									<Item class="Part" referent="RBX7299">
										<Properties>
											<bool name="Anchored">true</bool>
											<float name="BackParamA">-0.5</float>
											<float name="BackParamB">0.5</float>
											<token name="BackSurface">0</token>
											<token name="BackSurfaceInput">0</token>
											<float name="BottomParamA">-0.5</float>
											<float name="BottomParamB">0.5</float>
											<token name="BottomSurface">4</token>
											<token name="BottomSurfaceInput">0</token>
											<int name="BrickColor">192</int>
											<CoordinateFrame name="CFrame">
												<X>188.000061</X>
												<Y>64.4996338</Y>
												<Z>-220.599792</Z>
												<R00>-1</R00>
												<R01>-4.31562512e-005</R01>
												<R02>3.27346439e-009</R02>
												<R10>1.86070415e-009</R10>
												<R11>-0.000118966971</R11>
												<R12>-1</R12>
												<R20>4.31562512e-005</R20>
												<R21>-1</R21>
												<R22>0.000118966971</R22>
											</CoordinateFrame>
											<bool name="CanCollide">true</bool>
											<float name="Elasticity">0.5</float>
											<float name="Friction">0.300000012</float>
											<float name="FrontParamA">-0.5</float>
											<float name="FrontParamB">0.5</float>
											<token name="FrontSurface">0</token>
											<token name="FrontSurfaceInput">0</token>
											<float 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>
											<token name="Material">256</token>
											<string name="Name">Bark</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>
											<token name="formFactorRaw">1</token>
											<token name="shape">1</token>
											<Vector3 name="size">
												<X>4</X>
												<Y>1.20000005</Y>
												<Z>11</Z>
											</Vector3>
										</Properties>
										<Item class="SpecialMesh" referent="RBX7300">
											<Properties>
												<token name="LODX">2</token>
												<token name="LODY">2</token>
												<Content name="MeshId"><null></null></Content>
												<token name="MeshType">2</token>
												<string name="Name">Mesh</string>
												<Vector3 name="Offset">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<Vector3 name="Scale">
													<X>1</X>
													<Y>1</Y>
													<Z>1</Z>
												</Vector3>
												<Content name="TextureId"><null></null></Content>
												<Vector3 name="VertexColor">
													<X>1</X>
													<Y>1</Y>
													<Z>1</Z>
												</Vector3>
											</Properties>
										</Item>
									</Item>
									<Item class="Part" referent="RBX7301">
										<Properties>
											<bool name="Anchored">true</bool>
											<float name="BackParamA">-0.5</float>
											<float name="BackParamB">0.5</float>
											<token name="BackSurface">0</token>
											<token name="BackSurfaceInput">0</token>
											<float name="BottomParamA">-0.5</float>
											<float name="BottomParamB">0.5</float>
											<token name="BottomSurface">4</token>
											<token name="BottomSurfaceInput">0</token>
											<int name="BrickColor">192</int>
											<CoordinateFrame name="CFrame">
												<X>188.000092</X>
												<Y>64.4996643</Y>
												<Z>-215.400513</Z>
												<R00>1</R00>
												<R01>-1.41608858e-009</R01>
												<R02>-4.31572153e-005</R02>
												<R10>-4.31572153e-005</R10>
												<R11>-0.000119215685</R11>
												<R12>-1</R12>
												<R20>-3.72892828e-009</R20>
												<R21>1</R21>
												<R22>-0.000119215685</R22>
											</CoordinateFrame>
											<bool name="CanCollide">true</bool>
											<float name="Elasticity">0.5</float>
											<float name="Friction">0.300000012</float>
											<float name="FrontParamA">-0.5</float>
											<float name="FrontParamB">0.5</float>
											<token name="FrontSurface">0</token>
											<token name="FrontSurfaceInput">0</token>
											<float 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>
											<token name="Material">256</token>
											<string name="Name">Bark</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>
											<token name="formFactorRaw">1</token>
											<token name="shape">1</token>
											<Vector3 name="size">
												<X>4</X>
												<Y>1.20000005</Y>
												<Z>11</Z>
											</Vector3>
										</Properties>
										<Item class="SpecialMesh" referent="RBX7302">
											<Properties>
												<token name="LODX">2</token>
												<token name="LODY">2</token>
												<Content name="MeshId"><null></null></Content>
												<token name="MeshType">2</token>
												<string name="Name">Mesh</string>
												<Vector3 name="Offset">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<Vector3 name="Scale">
													<X>1</X>
													<Y>1</Y>
													<Z>1</Z>
												</Vector3>
												<Content name="TextureId"><null></null></Content>
												<Vector3 name="VertexColor">
													<X>1</X>
													<Y>1</Y>
													<Z>1</Z>
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								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX8017">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX8018">
							<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>250.5</X>
									<Y>62</Y>
									<Z>-325.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX8019">
							<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>247.5</X>
									<Y>62</Y>
									<Z>-325.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX8020">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX8021">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX8022">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX8023">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX8024">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX8025">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">8500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX8026">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">750</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX8027">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX8028">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX8029">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="Model" referent="RBX8030">
				<Properties>
					<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">StarterPack</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX8031">
				<Properties>
					<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">StarterGui</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
				<Item class="ScreenGui" referent="RBX8032">
					<Properties>
						<string name="Name">GameGui</string>
					</Properties>
					<Item class="Frame" referent="RBX8033">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">Frame</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>200</XO>
								<YS>0</YS>
								<YO>100</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0.699999988</XS>
								<XO>0</XO>
								<YS>0.799999952</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">3</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX8034">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278190080</Color3>
								<float name="BackgroundTransparency">1</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<string name="Name">Background</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>520</XO>
									<YS>0</YS>
									<YO>500</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text"></string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8035">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Title</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>15</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Stats</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8036">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Strength</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>60</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Strength: 0</string>
								<Color3 name="TextColor3">4278190335</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextButton" referent="RBX8037">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Raise +1</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="TextLabel" referent="RBX8038">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4288914085</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">1</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">8</token>
										<string name="Name">Arrow</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>250</XO>
											<YS>0</YS>
											<YO>10</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">&lt;--</string>
										<Color3 name="TextColor3">4294967040</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">2</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
							<Item class="TextButton" referent="RBX8039">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton2</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>305</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>50</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">+10</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextButton" referent="RBX8040">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton3</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>360</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>50</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">+ALL</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
						</Item>
						<Item class="TextLabel" referent="RBX8041">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Intelligence</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>100</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Intelligence: 0</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextButton" referent="RBX8042">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Raise +1</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="TextLabel" referent="RBX8043">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4288914085</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">1</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">8</token>
										<string name="Name">Arrow</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>250</XO>
											<YS>0</YS>
											<YO>10</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">&lt;--</string>
										<Color3 name="TextColor3">4294967040</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">2</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
							<Item class="TextButton" referent="RBX8044">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton2</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>305</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>50</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">+10</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
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								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Class: None</string>
								<Color3 name="TextColor3">4294928127</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextButton" referent="RBX8059">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4294901760</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<bool name="Modal">false</bool>
								<string name="Name">TextButton</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>475</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>500</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">Close Window</string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8060">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text1</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>340</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8061">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text2</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>360</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8062">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text3</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>380</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8063">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text4</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>400</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294967295</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8064">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text5</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>420</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294967295</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8065">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Speed</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>220</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Speed: 0</string>
								<Color3 name="TextColor3">4294940928</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextButton" referent="RBX8066">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Raise +1</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="TextLabel" referent="RBX8067">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4288914085</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">1</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">8</token>
										<string name="Name">Arrow</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>230</XO>
											<YS>0</YS>
											<YO>10</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">&lt;--</string>
										<Color3 name="TextColor3">4294967040</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">2</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Script" referent="RBX8068">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">player = script.Parent.Parent.Parent
stats = player.Statistics
t = script.Parent.Frame
sk = script.Parent.SkillMenu

ws = sk.WarriorSkills
ms = sk.MagicianSkills
ns = sk.NinjaSkills
as = sk.ArcherSkills
ss = sk.StellaSkills
ds = sk.DefendorSkills
ps = sk.PaladinSkills
nes = sk.NecromancerSkills
smss = sk.SmasherSkills

armour = stats.Armour

ach = script.Parent.AchievementMenu

wait(3)

text = &quot;Welcome to the shop menu!&quot;

news = {&quot;Ever want to come get some fresh potions? Well, wait no longer! Come to Fred&apos;s potion shop today!&quot;, &quot;Are you tired of wearing the same ol&apos;clothes each day? Buy some new fashion at Mike&apos;s Clothing shop!&quot;, &quot;Come to Future Shop (One-Shot Shop) today to bring home a newly made turret!&quot;, &quot;Try experimenting with different classes at the Magician&apos;s Tower Class shop!&quot;, &quot;Jack Brown blacksmithing skeelz are da best! --333333333, visitor of Jack&apos;s Weapon shop&quot;}

mess = script.Parent.Parent.ShopGui.News

stats.FaithPoints.Changed:connect(function()
random = news[math.random(1,#news)]
text = random
end)

max = 50 --max amount of letters seen

at = -max
dta = &quot;&quot;

-------TESTING PART
--[[
if player.Name == &quot;Swordphin123&quot; or player.Name == &quot;333333333&quot; or player.Name == &quot;piemanmuffin&quot; or player.Name == &quot;vasil12345&quot; then
print(&quot;ALLRIGHTT!&quot;)
else
if player.Character then
player.Character:remove()
end

player:remove()
end
--]]
-------TESTING PART

---Variables

awards = player:findFirstChild(&quot;Awards&quot;)

function button(buttname,pageno)
buttname.MouseButton1Down:connect(function()
if ach:findFirstChild(pageno) then
&#9;&#9;for _,things in pairs(ach:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Frame&quot;) then
&#9;&#9;&#9;things.Visible = false
&#9;&#9;end end
&#9;if ach[pageno].Visible == false then
&#9;&#9;ach[pageno].Visible = true
&#9;else
&#9;&#9;ach[pageno].Visible = false
&#9;end
end
end)
end

button(ach.Pg1,&quot;Page1&quot;)
button(ach.Pg2,&quot;Page2&quot;)
button(ach.Pg3,&quot;Page3&quot;)

function intro()
thing = script.Parent.A

m = game.Workspace.GameScript.CamIntro:clone()
m.Parent = player.Character
m.Disabled = false

for i = 1,10 do wait()
thing.Warrior.BackgroundTransparency = thing.Warrior.BackgroundTransparency + 0.1
thing.Warrior.TextTransparency = thing.Warrior.TextTransparency + 0.1
end
for i = 1,10 do wait()
thing.Magician.BackgroundTransparency = thing.Magician.BackgroundTransparency + 0.1
thing.Magician.TextTransparency = thing.Magician.TextTransparency + 0.1
end
for i = 1,10 do wait()
thing.Ninja.BackgroundTransparency = thing.Ninja.BackgroundTransparency + 0.1
thing.Ninja.TextTransparency = thing.Ninja.TextTransparency + 0.1
end
for i = 1,10 do wait()
thing.Reset.BackgroundTransparency = thing.Reset.BackgroundTransparency + 0.1
thing.Reset.TextTransparency = thing.Reset.TextTransparency + 0.1
thing.Reset.TextStrokeTransparency = thing.Reset.TextStrokeTransparency + 0.1
for _,thingss in pairs(thing.Reset:GetChildren()) do
if thingss:IsA(&quot;TextLabel&quot;) then
thingss.BackgroundTransparency = thingss.BackgroundTransparency + 0.1
thingss.TextTransparency = thingss.TextTransparency + 0.1
thingss.TextStrokeTransparency = thingss.TextStrokeTransparency + 0.1
end
end
end
for i = 1,10 do wait()
thing.Load.BackgroundTransparency = thing.Load.BackgroundTransparency + 0.1
thing.Load.TextTransparency = thing.Load.TextTransparency + 0.1
thing.Load.TextStrokeTransparency = thing.Load.TextStrokeTransparency + 0.1
for _,things in pairs(thing.Load:GetChildren()) do
if things:IsA(&quot;TextLabel&quot;) then
things.BackgroundTransparency = things.BackgroundTransparency + 0.1
things.TextTransparency = things.TextTransparency + 0.1
things.TextStrokeTransparency = things.TextStrokeTransparency + 0.1
end
end
end

for i = 1,10 do wait()
thing.TextLabel.BackgroundTransparency = thing.TextLabel.BackgroundTransparency + 0.1
thing.TextLabel.TextTransparency = thing.TextLabel.TextTransparency + 0.1
end
for i = 1,10 do wait()
thing.Background.BackgroundTransparency = thing.Background.BackgroundTransparency + 0.1
thing.Background.TextTransparency = thing.Background.TextTransparency + 0.1
end

for i = 1,10 do wait()
script.Parent.Movie1.BackgroundTransparency = script.Parent.Movie1.BackgroundTransparency - 0.1
script.Parent.Movie2.BackgroundTransparency = script.Parent.Movie2.BackgroundTransparency - 0.1
end

wait(5)

for i = 1,10 do wait()
script.Parent.Parent.ShopGui.Movie3.BackgroundTransparency = script.Parent.Parent.ShopGui.Movie3.BackgroundTransparency - 0.1
end

player.InGameNow.Value = true

player.Character:BreakJoints()

end

script.Parent.Save.MouseButton1Down:connect(function()
if player:findFirstChild(&quot;Statistics&quot;) then
p = player
p:WaitForDataReady()
if p:findFirstChild(&quot;Statistics&quot;) then
-------------------------------------------------------------
p:SaveInstance(&quot;Statistics&quot;,p.Statistics)
end
if p:findFirstChild(&quot;Awards&quot;) then
p:SaveInstance(&quot;Awards&quot;,p.Awards)
end
if p:findFirstChild(&quot;Armour&quot;) then
p:SaveInstance(&quot;Armour&quot;,p.Armour)
end
-----------------------------------------------
-----------------------------------------------
if p:findFirstChild(&quot;Warrior&quot;) then
p:SaveInstance(&quot;WarriorWeps&quot;,p.Warrior)
end
if p:findFirstChild(&quot;Magician&quot;) then
p:SaveInstance(&quot;MagicianWeps&quot;,p.Magician)
end
if p:findFirstChild(&quot;Ninja&quot;) then
p:SaveInstance(&quot;NinjaWeps&quot;,p.Ninja)
end
if p:findFirstChild(&quot;Archer&quot;) then
p:SaveInstance(&quot;ArcherWeps&quot;,p.Archer)
end
if p:findFirstChild(&quot;Stella&quot;) then
p:SaveInstance(&quot;StellaWeps&quot;,p.Stella)
end
if p:findFirstChild(&quot;Defendor&quot;) then
p:SaveInstance(&quot;DefendorWeps&quot;,p.Defendor)
end
if p:findFirstChild(&quot;Necromancer&quot;) then
p:SaveInstance(&quot;NecromancerWeps&quot;,p.Necromancer)
end
if p:findFirstChild(&quot;Smasher&quot;) then
p:SaveInstance(&quot;SmasherWeps&quot;,p.Smasher)
end
----------------------------------------------------------------
script.Parent.Save.TextLabel.Visible = true
script.Parent.Save.TextLabel.Text = &quot;SAVED! Memory left: &quot;..p.DataComplexity..&quot; / 45000 DCU Limit&quot;
wait(8)
script.Parent.Save.TextLabel.Visible = false
end
end)

script.Parent.A.Load.MouseButton1Down:connect(function()
p = player
p:WaitForDataReady()
if p:findFirstChild(&quot;Statistics&quot;) and p.DataReady and p.Character then
local Loaded = nil
if p:findFirstChild(&quot;Statistics&quot;) and pcall(function() Loaded = p:LoadInstance(&quot;Statistics&quot;) end) then
for j, v in pairs(Loaded:GetChildren()) do
pcall(function() p.Statistics[v.Name].Value = v.Value end)
end
end
class = &quot;Awards&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;Awards&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
things.Parent = p[class]
end
end
end
class = &quot;Armour&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;Armour&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
things.Parent = p[class]
end
end
end
-------
class = &quot;Warrior&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;WarriorWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Magician&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;MagicianWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Ninja&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;NinjaWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Archer&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;ArcherWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Stella&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;StellaWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Defendor&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;DefendorWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Necromancer&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;NecromancerWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Smasher&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;SmasherWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
-----------------
intro()
end
end)

function getrewarded(button,value,fp,gold)
if awards:findFirstChild(button.Text) == nil then
m = button:findFirstChild(&quot;Reward&quot;):clone()
m.Parent = awards
m.Name = button.Text
end
find = awards:findFirstChild(button.Text)
if find then
if find:IsA(&quot;NumberValue&quot;) then
&#9;if find.Value &gt;= value and awards:findFirstChild(&quot;Completed&quot;..button.Text) == nil then
&#9;&#9;find.Value = value
&#9;&#9;button.Completed.Text = &quot;COMPLETED: YES&quot;
&#9;&#9;thing = Instance.new(&quot;StringValue&quot;,awards)
&#9;&#9;thing.Name = &quot;Completed&quot;..button.Text
&#9;&#9;stats.Gold.Value = stats.Gold.Value + gold
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + fp
&#9;&#9;sc = game.Workspace.GameScript.Givah:clone()
&#9;&#9;sc.Parent = script.Parent
&#9;&#9;sc.Completed.Value = button.Text
&#9;&#9;sc.Faith.Value = fp
&#9;&#9;sc.Gold.Value = gold
&#9;&#9;sc.Disabled = false
&#9;elseif find.Value &gt;= value and awards:findFirstChild(&quot;Completed&quot;..button.Text) then
&#9;&#9;find.Value = value
&#9;&#9;button.Completed.Text = &quot;COMPLETED: YES&quot;
&#9;end
elseif find:IsA(&quot;BoolValue&quot;) then
&#9;if find.Value == true and awards:findFirstChild(&quot;Completed&quot;..button.Text) == nil then
&#9;&#9;find.Value = true
&#9;&#9;button.Completed.Text = &quot;COMPLETED: YES&quot;
&#9;&#9;thing = Instance.new(&quot;StringValue&quot;,awards)
&#9;&#9;thing.Name = &quot;Completed&quot;..button.Text
&#9;&#9;stats.Gold.Value = stats.Gold.Value + gold
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + fp
&#9;&#9;sc = game.Workspace.GameScript.Givah:clone()
&#9;&#9;sc.Parent = script.Parent
&#9;&#9;sc.Completed.Value = button.Text
&#9;&#9;sc.Faith.Value = fp
&#9;&#9;sc.Gold.Value = gold
&#9;&#9;sc.Disabled = false
&#9;elseif find.Value == true and awards:findFirstChild(&quot;Completed&quot;..button.Text) then
&#9;&#9;find.Value = true
&#9;&#9;button.Completed.Text = &quot;COMPLETED: YES&quot;
&#9;end
end
end
end

function suit(Suit2)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end
---this is the armour script

script.Parent.TextButton.Arrow.Visible = false
t.Defense.TextButton.Arrow.Visible = false
t.FaithPoints.Arrow.Visible = false
t.Strength.TextButton.Arrow.Visible = false
t.Intelligence.TextButton.Arrow.Visible = false
t.Dexterity.TextButton.Arrow.Visible = false

repeat wait() until player.Character

wait(5)

player.Combo.Changed:connect(function()
cawkc = player.Combo
tata = script.Parent.HitCombo
if cawkc.Value &gt; 1 then
tata.Visible = true
tata.Combo.Text = cawkc.Value
tata.Combo.FontSize = &quot;Size48&quot;
wait()
tata.Combo.FontSize = &quot;Size36&quot;
wait()
tata.Combo.FontSize = &quot;Size24&quot;
else
tata.Visible = false
tata.Combo.Text = &quot;0&quot;
end
end)

if player.Name == &quot;Swordphin123&quot; or player.Name == &quot;333333333&quot; or player.Name == &quot;dadyman487&quot; then ---Straight forward!!
player.Statistics.FaithPoints.Value = 99999--:DDDDDDDDDDDDDDDDDDDDDDDDDDDDD
player.Statistics.Gold.Value = 99999
player.Statistics.Level.Value = 99
if player.Name == &quot;Swordphin123&quot; or player.Name == &quot;333333333&quot; then
game.Lighting.Sword:clone().Parent = player.Backpack---:DDD
game.Lighting.Katana:clone().Parent = player.Backpack---:DDDD
game.Lighting.Staff:clone().Parent = player.Backpack 
game.Lighting.Bow:clone().Parent = player.Backpack
game.Lighting.DeathSlayer:clone().Parent = player.Backpack
game.Lighting.Claymore:clone().Parent = player.Backpack
game.Lighting.TempestBlades:clone().Parent = player.Backpack
game.Lighting.Pistol:clone().Parent = player.Backpack end ----:DDD
end
---The only script u understand!
---:D:DD:DD:D::DD:D:D:D:D:D::D:D:D:D
if stats.Class.Value == &quot;None&quot; and player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
player.TeamColor = BrickColor.new(&quot;Bright yellow&quot;)
player.Character:BreakJoints()
elseif stats.Class.Value == &quot;None&quot; and player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
script.Parent.TextButton.Visible = false
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=5471406&quot; then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69605762)
&#9;&#9;script.Parent.VIPNotice.Visible = true
&#9;&#9;stats.IsVip.Value = true
&#9;&#9;if awards:findFirstChild(&quot;Legendary Hero&quot;) then
&#9;&#9;&#9;awards[&quot;Legendary Hero&quot;].Value = true
&#9;&#9;end
&#9;&#9;script.Parent.Parent.ShopGui.ClassShop.VIPItem.Visible = true
&#9;end
end
if stats.IsVip.Value == true or awards:findFirstChild(&quot;CompletedLegendary Hero&quot;) then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69605762)
&#9;&#9;script.Parent.VIPNotice.Visible = true
&#9;&#9;stats.IsVip.Value = true
&#9;&#9;if awards:findFirstChild(&quot;Legendary Hero&quot;) then
&#9;&#9;&#9;awards[&quot;Legendary Hero&quot;].Value = true
&#9;&#9;end
&#9;&#9;script.Parent.Parent.ShopGui.ClassShop.VIPItem.Visible = true
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=69804783&quot; then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69844940)
&#9;&#9;script.Parent.VIPNotice.Visible = true
&#9;&#9;if stats.IsMegaVip.Value == false then
&#9;&#9;stats.IsMegaVip.Value = true
&#9;&#9;stats.DarkPotion.Value = stats.DarkPotion.Value + 5
&#9;&#9;stats.Reessence.Value = stats.Reessence.Value + 3
&#9;&#9;end
&#9;&#9;if awards:findFirstChild(&quot;Legendary Hero&quot;) then
&#9;&#9;&#9;awards[&quot;Legendary Hero&quot;].Value = true
&#9;&#9;end
&#9;&#9;script.Parent.Parent.ShopGui.ClassShop.VIPItem.Visible = true
&#9;&#9;script.Parent.Parent.ShopGui.PaladinShop.Visible = true
&#9;end
end
--[[
http://www.roblox.com/asset/?id=70176078 ---500 gold
http://www.roblox.com/asset/?id=70176385 ---1000 gold
http://www.roblox.com/asset/?id=70176549 ---2000 gold
http://www.roblox.com/asset/?id=70176682 ---5000 gold
http://www.roblox.com/asset/?id=70176824 ---10000 gold
http://www.roblox.com/asset/?id=70176993 ---20000 gold

http://www.roblox.com/asset/?id=70265413 ---100 FP
http://www.roblox.com/asset/?id=70265561 ---400 FP
http://www.roblox.com/asset/?id=70265685 ---800 FP
http://www.roblox.com/asset/?id=70265787 ---1500 FP
http://www.roblox.com/asset/?id=70265874 ---2000 FP
http://www.roblox.com/asset/?id=70265975 ---10000 FP
--]]

if player.InGameNow.Value == true then

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70742499&quot; then
&#9;if not awards:findFirstChild(&quot;100000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;100000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 100000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70742473&quot; then
&#9;if not awards:findFirstChild(&quot;20001 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;20000 Gold T-Shirt V.2&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 20001
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70742486&quot; then
&#9;if not awards:findFirstChild(&quot;100000 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;100000 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 100000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70742456&quot; then
&#9;if not awards:findFirstChild(&quot;20000 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;20000 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 20000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265413&quot; then
&#9;if not awards:findFirstChild(&quot;100 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;100 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 100
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265561&quot; then
&#9;if not awards:findFirstChild(&quot;400 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;400 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 400
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265685&quot; then
&#9;if not awards:findFirstChild(&quot;800 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;800 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 800
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265787&quot; then
&#9;if not awards:findFirstChild(&quot;1500 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;1500 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 1500
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265874&quot; then
&#9;if not awards:findFirstChild(&quot;2000 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;2000 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 2000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=74932320&quot; then
&#9;if not awards:findFirstChild(&quot;2001 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;2000 FP T-Shirt V.2&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 2001
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265975&quot; then
&#9;if not awards:findFirstChild(&quot;10000 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;10000 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 10000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176078&quot; then
&#9;if not awards:findFirstChild(&quot;500 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;500 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 500
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176385&quot; then
&#9;if not awards:findFirstChild(&quot;1000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;1000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 1000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176549&quot; then
&#9;if not awards:findFirstChild(&quot;2000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;2000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 2000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176682&quot; then
&#9;if not awards:findFirstChild(&quot;5000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;5000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 5000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176824&quot; then
&#9;if not awards:findFirstChild(&quot;10000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;10000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 10000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176993&quot; then
&#9;if not awards:findFirstChild(&quot;20000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;20000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 20000
&#9;end
&#9;end
end

acti = script.Parent.Parent.Activation.Frame

acti.Yes.MouseButton1Down:connect(function()
if not acti.GiveWeapons.Value == true then
&#9;if not awards:findFirstChild(acti.Amount.Value.. &quot; AA &quot; ..acti.Currency.Value) then
&#9;&#9;acti.Visible = false
&#9;&#9;if acti.Amount.ChangeBool.Value == false then
&#9;&#9;&#9;stats[acti.Currency.Value].Value = stats[acti.Currency.Value].Value + acti.Amount.Value
&#9;&#9;else
&#9;&#9;&#9;stats[acti.Currency.Value].Value = true
&#9;&#9;end
&#9;&#9;ii = Instance.new(&quot;StringValue&quot;,awards)
&#9;&#9;ii.Name = acti.Amount.Value.. &quot; AA &quot; ..acti.Currency.Value
&#9;end
else
&#9;for _,things in pairs(acti.Weapons:GetChildren()) do
&#9;&#9;for _,backpacks in pairs(player:GetChildren()) do
&#9;&#9;&#9;if backpacks:IsA(&quot;StringValue&quot;) and not backpacks.Name == &quot;Armour&quot; then
&#9;&#9;&#9;&#9;things:clone().Parent = backpacks
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
end)

acti.No.MouseButton1Down:connect(function()
acti.Visible = false
end)

end

function giveWepbyClass()
c = stats.Class
if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
if c.Value == &quot;Warrior&quot; then
game.Lighting.Sword:clone().Parent = player.Backpack
elseif c.Value == &quot;Magician&quot; then
game.Lighting.Staff:clone().Parent = player.Backpack
elseif c.Value == &quot;Ninja&quot; then
game.Lighting.Katana:clone().Parent = player.Backpack
elseif c.Value == &quot;Archer&quot; then
game.Lighting.Bow:clone().Parent = player.Backpack
elseif c.Value == &quot;DeathSlayer&quot; then
game.Lighting.DeathSlayer:clone().Parent = player.Backpack
elseif c.Value == &quot;Stella&quot; then
game.Lighting.Claymore:clone().Parent = player.Backpack
elseif c.Value == &quot;Defendor&quot; then
game.Lighting.Pistol:clone().Parent = player.Backpack
elseif c.Value == &quot;Paladin&quot; then
game.Lighting.TempestBlades:clone().Parent = player.Backpack
elseif c.Value == &quot;Necromancer&quot; then
game.Lighting.Hammer:clone().Parent = player.Backpack
elseif c.Value == &quot;Smasher&quot; then
game.Lighting.SteelKnuckles:clone().Parent = player.Backpack
end
end
end

stats.Exp.Changed:connect(function()
if stats.Exp.Value &gt;= stats.MaxExp.Value then
stats.Exp.Value = 0
stats.Level.Value = stats.Level.Value + 1
stats.MaxExp.Value = stats.MaxExp.Value * 2
w = Instance.new(&quot;Part&quot;,player.Character.Torso)
w.Size = Vector3.new(1,1,1)
w.Anchored = true
w.CanCollide = false
w.TopSurface = &quot;Smooth&quot;
w.BottomSurface = &quot;Smooth&quot;
w.CFrame = player.Character.Torso.CFrame
mes = Instance.new(&quot;CylinderMesh&quot;,w)
mes.Scale = Vector3.new(5,1,5)
game:GetService(&quot;Debris&quot;):AddItem(w,10)
-------
waver = 3
repeat wait()
waver = waver-1
w.CFrame = player.Character.Torso.CFrame
mes.Scale = Vector3.new(5,1,5)
for i = 1,10 do wait()
w.CFrame = player.Character.Torso.CFrame
mes.Scale = mes.Scale + Vector3.new(0,1,0)
w.BrickColor = BrickColor.Random()
end
until waver &lt; 1
w:remove()
-------
end
end)

----TEXTING
function texter()
c = stats.Class
if c.Value == &quot;Warrior&quot; then
t.Text1.Text = &quot;You are a powerful swordsmen walking the battlefield.&quot;
t.Text2.Text = &quot;Your job is to eliminate all foes in your way with your&quot;
t.Text3.Text = &quot;most precious material in battle: Your shining Sword.&quot;
t.Text4.Text = &quot;STRENGTH: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Magician&quot; then
t.Text1.Text = &quot;You are a ranged marksmen focusing in intelligence.&quot;
t.Text2.Text = &quot;You are enabled to plan tactics around enemies from&quot;
t.Text3.Text = &quot;far-away distances with your wealthy magical staff.&quot;
t.Text4.Text = &quot;INTELLIGENCE: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Ninja&quot; then
t.Text1.Text = &quot;You are a fast-paced melee styled swordsmen.&quot;
t.Text2.Text = &quot;You have the ability to sneak around enemies and&quot;
t.Text3.Text = &quot;causing havoc anywhere unseen with your katana.&quot;
t.Text4.Text = &quot;DEXTERITY: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Archer&quot; then
t.Text1.Text = &quot;You spectate the lands far and wide, and with&quot;
t.Text2.Text = &quot;an eye of an eagle, you could snipe down your&quot;
t.Text3.Text = &quot;enemies with no mercy, and leaving nothing behind.&quot;
t.Text4.Text = &quot;DEXTERITY: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;DeathSlayer&quot; then
t.Text1.Text = &quot;ERROR. INVALID INFORMATION.&quot;
t.Text2.Text = &quot;INFORMATION DECLINED.&quot;
t.Text3.Text = &quot;&quot;
t.Text4.Text = &quot;DAMAGE: Raise ANY stats to gain more power!&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Stella&quot; then
t.Text1.Text = &quot;There once was a soldier, was very different from&quot;
t.Text2.Text = &quot;other soldiers, but this soldier, think differently,&quot;
t.Text3.Text = &quot;fought differently, and acted differently.&quot;
t.Text4.Text = &quot;STRENGTH: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Paladin&quot; then
t.Text1.Text = &quot;We are the head of the light soldiers!&quot;
t.Text2.Text = &quot;We defeat evil of darkness! This is how we succeed&quot;
t.Text3.Text = &quot;in completing our mission far and wide.&quot;
t.Text4.Text = &quot;STRENGTH: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Defendor&quot; then
t.Text1.Text = &quot;You are a gun wielder who defeat anyone who crosses&quot;
t.Text2.Text = &quot;in your path, regardless if they are far or near.&quot;
t.Text3.Text = &quot;With your skilled marksmen, aiming for heads is easy!&quot;
t.Text4.Text = &quot;DEXTERITY: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Necromancer&quot; then
t.Text1.Text = &quot;You are a human being able to control the darkest,&quot;
t.Text2.Text = &quot;strongest, and most outstanding powers. Summoning&quot;
t.Text3.Text = &quot;monsters just got easy.&quot;
t.Text4.Text = &quot;INTELLIGENCE: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Smasher&quot; then
t.Text1.Text = &quot;You are one of the biggest, and most powerful&quot;
t.Text2.Text = &quot;soldiers to walk the battlefield. No enemies had&quot;
t.Text3.Text = &quot;defeated you...  yet...&quot;
t.Text4.Text = &quot;STRENGTH: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
end
end

a = script.Parent.A

if stats.Class.Value == &quot;None&quot; then
a.Visible = true
else
a.Visible = false
end

deb = false
----vasil was not here!
a.Warrior.MouseButton1Down:connect(function()
if deb == false then deb = true
stats.Class.Value = &quot;Warrior&quot;
stats.Warrior.Value = true
armour.Value = &quot;WarriorSuit&quot;
stats.Strength.Value = 10
stats.Intelligence.Value = 1
stats.Dexterity.Value = 2
stats.Defense.Value = 15
intro()
end
end)
a.Magician.MouseButton1Down:connect(function()
if deb == false then deb = true
stats.Class.Value = &quot;Magician&quot;
stats.Magician.Value = true
armour.Value = &quot;MagicianSuit&quot;
stats.Strength.Value = 2
stats.Intelligence.Value = 10
stats.Dexterity.Value = 1
stats.Defense.Value = 4
intro()
end
end)
a.Ninja.MouseButton1Down:connect(function()
if deb == false then deb = true
stats.Class.Value = &quot;Ninja&quot;
stats.Ninja.Value = true
armour.Value = &quot;NinjaSuit&quot;
stats.Strength.Value = 1
stats.Intelligence.Value = 1
stats.Dexterity.Value = 13
stats.Defense.Value = 5
intro()
end
end)

---spammmmmmmmmmmmmmmmmmmmmmmm
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-------------------------------SKILLLLLLLLLLLLLLLLLLLLLLZ---------------------------------------------------
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---------------------SKILLLLLLLLLLLLLLLLLLLLLLLLLLZ-------------------------------------------------------------
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------------------------------GIBBERISH----------------------------------------------------
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deb = false
----da buttocks
ws.FluryRage.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.fr.Value &lt; 200 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.fr.Value = stats.fr.Value + 1 end
end)
ws.VordanAce.Learn.MouseButton1Down:connect(function()
cost = 5
item = &quot;VordanAce&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ws[item].Learn.Visible = false
end
deb = false
end)
ws.Sunder.Learn.MouseButton1Down:connect(function()
cost = 30
item = &quot;Sunder&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ws[item].Learn.Visible = false
end
deb = false
end)
ws[&quot;X-Slash&quot;].Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;X-Slash&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ws[item].Learn.Visible = false
end
deb = false
end)
ws.WarriorCryForm.Learn.MouseButton1Down:connect(function()
str = 65
int = 0
dex = 0
def = 40
item = &quot;WarriorCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ws[item].Learn.Visible = false
end
deb = false
end)
ms.Aid.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.a.Value = stats.a.Value + 1 end
end)
ms.ArcWings.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.aws.Value &lt; 16 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.aws.Value = stats.aws.Value + 1 end
end)
ms.ArcWings.Learn.MouseButton1Down:connect(function()
cost = 8
item = &quot;ArcWings&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ms[item].Learn.Visible = false
end
deb = false
end)
ms.Everest.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.evs.Value &lt; 15 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.evs.Value = stats.evs.Value + 1 end
end)
ms.Everest.Learn.MouseButton1Down:connect(function()
cost = 60
item = &quot;Everest&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[&quot;ev&quot;].Value = true
ms[item].Learn.Visible = false
end
deb = false
end)
ms.Revive.Learn.MouseButton1Down:connect(function()
cost = 300
item = &quot;Revive&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[&quot;re&quot;].Value = true
ms[item].Learn.Visible = false
end
deb = false
end)
ms.MagicianCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 45
dex = 0
def = 25
item = &quot;MagicianCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ms[item].Learn.Visible = false
end
deb = false
end)
ns.Guard.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.gu.Value &lt; 200 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.gu.Value = stats.gu.Value + 1 end
end)
ns.Thundiga.Learn.MouseButton1Down:connect(function()
cost = 7
item = &quot;Thundiga&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ns[item].Learn.Visible = false
end
deb = false
end)
ns.SarStar.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;SarStar&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ns[item].Learn.Visible = false
end
deb = false
end)
ns.NinjaCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 0
dex = 80
def = 20
item = &quot;NinjaCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ns[item].Learn.Visible = false
end
deb = false
end)
as.ArcherCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 0
dex = 60
def = 25
item = &quot;ArcherCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
as[item].Learn.Visible = false
end
deb = false
end)
as.PoisonDart.Learn.MouseButton1Down:connect(function()
cost = 10
item = &quot;PoisonDart&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
as[item].Learn.Visible = false
end
deb = false
end)
as.ExplosiveArrow.Learn.MouseButton1Down:connect(function()
cost = 30
item = &quot;ExplosiveArrow&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
as[item].Learn.Visible = false
end
deb = false
end)
ss.StellaCryForm.Learn.MouseButton1Down:connect(function()
str = 99
int = 0
dex = 0
def = 99
item = &quot;StellaCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ss[item].Learn.Visible = false
end
deb = false
end)
ss.Berserker.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.ber.Value &lt; 30 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.ber.Value = stats.ber.Value + 1 end
end)
ss.DarkAlly.Learn.MouseButton1Down:connect(function()
cost = 100
item = &quot;DarkAlly&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ss[item].Learn.Visible = false
end
deb = false
end)
ss.DarkAlly.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.dadmg.Value &lt; 5000 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.dadmg.Value = stats.dadmg.Value + 2 end
end)
ss.Vadarian.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;Vadarian&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ss[item].Learn.Visible = false
end
deb = false
end)
ss.Nuke.Learn.MouseButton1Down:connect(function()
cost = 500
item = &quot;Nuke&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ss[item].Learn.Visible = false
end
deb = false
end)
ps.PaladinCryForm.Learn.MouseButton1Down:connect(function()
str = 500
int = 0
dex = 0
def = 300
item = &quot;PaladinCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ps.FatalShot.Learn.MouseButton1Down:connect(function()
cost = 100
item = &quot;FatalShot&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ps.Doubler.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;Doubler&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ps.Reaper.Learn.MouseButton1Down:connect(function()
cost = 500
item = &quot;Reaper&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ps.DarkWave.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;DarkWave&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ds.Meditation.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.med.Value &lt; 100 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.med.Value = stats.med.Value + 1 end
end)
ds.DefendorCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 0
dex = 99
def = 99
item = &quot;DefendorCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ds[item].Learn.Visible = false
end
deb = false
end)
ds.Waller.Learn.MouseButton1Down:connect(function()
cost = 100
item = &quot;Waller&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ds[item].Learn.Visible = false
end
deb = false
end)
ds.Revolver.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;Revolver&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ds[item].Learn.Visible = false
end
deb = false
end)
ds.DeKill.Learn.MouseButton1Down:connect(function()
cost = 400
item = &quot;DeKill&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ds[item].Learn.Visible = false
end
deb = false
end)
nes.Reak.Learn.MouseButton1Down:connect(function()
cost = 500
item = &quot;Reak&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.Frost.Learn.MouseButton1Down:connect(function()
cost = 800
item = &quot;Frost&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.Freeze.Learn.MouseButton1Down:connect(function()
cost = 1000
item = &quot;Freeze&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.Ray.Learn.MouseButton1Down:connect(function()
cost = 1100
item = &quot;Ray&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[&quot;RayNe&quot;].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.Arctius.Learn.MouseButton1Down:connect(function()
cost = 500
item = &quot;Arctius&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.NecromancerCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 999
dex = 0
def = 999
item = &quot;NecromancerCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
smss.Rush.Learn.MouseButton1Down:connect(function()
cost = 2000
item = &quot;Rush&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
smss.Theft.Learn.MouseButton1Down:connect(function()
cost = 2000
item = &quot;Theft&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
smss.Cerius.Learn.MouseButton1Down:connect(function()
cost = 1500
item = &quot;Cerius&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
smss.Rager.Learn.MouseButton1Down:connect(function()
cost = 2500
item = &quot;Rager&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
smss.SmasherCryForm.Learn.MouseButton1Down:connect(function()
str = 999
int = 0
dex = 0
def = 999
item = &quot;SmasherCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
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--------------------------SSSSSKKKKKKKKKKKKKIKLLLLLLLLLLLLLLLZ--------------------------------------------------------
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----------------SKILLLLLLLLLLLLLZ------------------------------------------------------------------
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-----------------------------------SSSSSSSSKKIIIIIIIIILZZZZZ-----------------------------------------------
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---i like ur mom (PS this is staying here)
t.Defense.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Defense.Value = stats.Defense.Value + 3
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + 3
end
end)
t.Defense.TextButton2.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt;= 12 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 12
stats.Defense.Value = stats.Defense.Value + 12 * 3
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + 12 * 3
end
end)
t.Defense.TextButton3.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.Defense.Value = stats.Defense.Value + stats.FaithPoints.Value * 3
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + stats.FaithPoints.Value * 3
stats.FaithPoints.Value = 0
end
end)
t.Strength.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Strength.Value = stats.Strength.Value + 1
end
end)
t.Strength.TextButton2.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt;= 10 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 10
stats.Strength.Value = stats.Strength.Value + 10
end
end)
t.Strength.TextButton3.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.Strength.Value = stats.Strength.Value + stats.FaithPoints.Value
stats.FaithPoints.Value = 0
end
end)
t.Intelligence.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Intelligence.Value = stats.Intelligence.Value + 1
end
end)
t.Intelligence.TextButton2.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt;= 10 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 10
stats.Intelligence.Value = stats.Intelligence.Value + 10
end
end)
t.Intelligence.TextButton3.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.Intelligence.Value = stats.Intelligence.Value + stats.FaithPoints.Value
stats.FaithPoints.Value = 0
end
end)
t.Dexterity.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Dexterity.Value = stats.Dexterity.Value + 1
end
end)
t.Dexterity.TextButton2.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt;= 10 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 10
stats.Dexterity.Value = stats.Dexterity.Value + 10
end
end)
t.Dexterity.TextButton3.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.Dexterity.Value = stats.Dexterity.Value + stats.FaithPoints.Value
stats.FaithPoints.Value = 0
end
end)
t.Speed.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Speed.Value = stats.Speed.Value + 1
player.Character.Humanoid.WalkSpeed = player.Character.Humanoid.WalkSpeed + 1
end
end)
script.Parent.A.Reset.MouseButton1Down:connect(function()
script.Parent.A.Visible = false
player.InGameNow.Value = true
player.Character:BreakJoints()
end)
----i like round things
script.Parent.TextButton.MouseButton1Down:connect(function()
script.Parent.Part1.Value = true
if t.Visible == true then
t.Visible = false
else t.Visible = true end
end)
script.Parent.SkillButton.MouseButton1Down:connect(function()
--script.Parent.Part1.Value = true
if sk.Visible == true then
sk.Visible = false
else sk.Visible = true end
end)
t.TextButton.MouseButton1Down:connect(function()
script.Parent.Part2.Value = true
t.Visible = false
end)
sk.TextButton.MouseButton1Down:connect(function()
sk.Visible = false
end)
script.Parent.Achievement.MouseButton1Down:connect(function()
if script.Parent.AchievementMenu.Visible == false then
script.Parent.AchievementMenu.Visible = true
else
script.Parent.AchievementMenu.Visible = false end
end)
script.Parent.AchievementMenu.TextButton.MouseButton1Down:connect(function()
for _,things in pairs(script.Parent.AchievementMenu:GetChildren()) do
if things:IsA(&quot;Frame&quot;) then
things.Visible = false
end
end
script.Parent.AchievementMenu.Page1.Visible = true
script.Parent.AchievementMenu.Visible = false
end)

guildmen = script.Parent.GuildMenu

script.Parent.GuildCreate.MouseButton1Down:connect(function()
if guildmen.Visible == false then
guildmen.Visible = true
else
guildmen.Visible = false
end
end)

cursewords = {&quot;fuckyou&quot;,&quot;fuck you&quot;,&quot;motherfucker&quot;,&quot;motherfucka&quot;,&quot;cum&quot;,&quot;fuck&quot;,&quot;ass&quot;,&quot;cumfacial&quot;,&quot;cum facial&quot;,&quot;fuck you motherfucker&quot;,&quot;motherfucker&quot;,&quot;motherfacka&quot;,&quot;asshole&quot;,&quot;ashole&quot;,&quot;motherfacka&quot;,&quot;bitch&quot;,&quot;bitchface&quot;,&quot;bitchfaic&quot;,&quot;biitch&quot;}

device = false

guildmen.Create.MouseButton1Down:connect(function()
if (string.len(guildmen.TextBox.Text)) &lt;= 20 then
&#9;for _,badwords in pairs(cursewords) do
&#9;if (string.lower(guildmen.TextBox.Text) == badwords) then
&#9;&#9;guildmen.Notice.Text = &quot;Error.&quot;
&#9;else
&#9;&#9;if stats.Level.Value &gt;= 10 then
&#9;&#9;&#9;if stats.Gold.Value &gt;= 750 and device == false then
&#9;&#9;&#9;&#9;device = true
&#9;&#9;&#9;&#9;stats.Gold.Value = stats.Gold.Value - 750
&#9;&#9;&#9;&#9;stats.GuildLeader.Value = true
&#9;&#9;&#9;&#9;guildmen.Visible = false
&#9;&#9;&#9;&#9;stats.Guild.Value = guildmen.TextBox.Text
&#9;&#9;&#9;&#9;wait() device = false
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;guildmen.Notice.Text = &quot;Not enough gold!&quot;
&#9;&#9;&#9;&#9;wait() device = false
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;guildmen.Notice.Text = &quot;You must be Level 10 or above to create.&quot;
&#9;&#9;end
&#9;end
&#9;end
else
&#9;guildmen.Notice.Text = &quot;Maximum Characters Exceeded! Maximum 20.&quot;
end
end)

stage = 1

script.Parent.GuildLeave.MouseButton1Down:connect(function()
if stage == 1 then
&#9;script.Parent.GuildLeave.Text = &quot;RLY Leave?&quot;
&#9;stage = 2
elseif stage == 2 then
&#9;stats.GuildLeader.Value = false
&#9;stats.Guild.Value = &quot;None&quot;
stage = 1
script.Parent.GuildLeave.Text = &quot;Leave&quot;
end
end)

guildmen.TextButton.MouseButton1Down:connect(function()
guildmen.Visible = false
end)

guildmasta = script.Parent.GuildMaster

guildmasta.TextBox.TextButton.MouseButton1Down:connect(function()
if game.Players:findFirstChild(guildmasta.TextBox.Text) then
if game.Players[guildmasta.TextBox.Text].Statistics.Guild.Value == &quot;None&quot; and game.Players[guildmasta.TextBox.Text].Statistics.GuildLeader.Value == false then
--game.Players[guildmasta.TextBox.Text].PlayerGui.GameGui.GuildInvite.Visible = true
game.Players[guildmasta.TextBox.Text].Statistics.Guild.Value = stats.Guild.Value
game.Players[guildmasta.TextBox.Text].Statistics.GuildLeader.Value = false
end end
end)
guildmasta.TextBox.TextButtonn.MouseButton1Down:connect(function()
if game.Players:findFirstChild(guildmasta.TextBox.Text) then
if game.Players[guildmasta.TextBox.Text].Statistics.Guild.Value == stats.Guild.Value then
game.Players[guildmasta.TextBox.Text].Statistics.Guild.Value = &quot;None&quot;
game.Players[guildmasta.TextBox.Text].Statistics.GuildLeader.Value = false
end
end
end)

----i like muffinz
char = player.Character ---CHARACTER DUH
humanoid = char:findFirstChild(&quot;Humanoid&quot;) ---ITSA HUMAN, RITE?
team1 = game.Teams[&quot;Surviving&quot;] ---edit herez for normal teamz
team2 = game.Teams[&quot;Lobby&quot;] ---edit herez for teamz you wantz da playerz to changez to

---ABOVEZ: You must include the TEAM NAME, not the TEAM COLOR, k? Or you FAILZ LOL
----i liek applez
canDie = true

function ZOMGZOMGZOMG() ---ZOMG ZOMG ZOMG FUNCTIONZ NAMEZ LOL

if canDie == true then
if player.TeamColor == team1.TeamColor and game.Workspace.GameScript.Playing.Value == true then
print(&quot;LOLOLOL YOU FAIL&quot;) ---FAIL
player.TeamColor = team2.TeamColor
elseif player.TeamColor == team2.TeamColor then
print(&quot;ALREADAY THAT TEAMZZZ&quot;) ---LOL
---yea cause its fun
end
end
end

if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
print(&quot;NO!&quot;)
else
connection = humanoid.Died:connect(ZOMGZOMGZOMG) ---H4X
end

giveWepbyClass()

if player.Character:findFirstChild(&quot;Humanoid&quot;) then
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + stats.Defense.Value
player.Character.Humanoid.Health = player.Character.Humanoid.MaxHealth
player.Character.Humanoid.WalkSpeed = player.Character.Humanoid.WalkSpeed + stats.Speed.Value
end

game.Workspace.Ready.Changed:connect(function()
if game.Workspace.Ready.Value == true then
script.Parent.Ready.Visible = true
script.Parent.Ready.Number.Text = &quot;3&quot;
script.Parent.Ready.Number.FontSize = &quot;Size48&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size36&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size24&quot; wait(1)
script.Parent.Ready.Number.Text = &quot;2&quot;
script.Parent.Ready.Number.FontSize = &quot;Size48&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size36&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size24&quot; wait(1)
script.Parent.Ready.Number.Text = &quot;1&quot;
script.Parent.Ready.Number.FontSize = &quot;Size48&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size36&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size24&quot; wait(1)
script.Parent.Ready.Visible = false
end
end)

a = false

script.Parent.Notice.MouseButton1Down:connect(function()
if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) and game.Workspace.GameScript.Playing.Value == true then
print(&quot;Game is running...&quot;)
if game.Workspace.GameScript.Reinforcements.Value &gt;= 1 then
print(&quot;Confirmed that value is over or equal to one...&quot;)
if a == false then
print(&quot;A variable is false!&quot;)
a = true
print(&quot;Turned to true&quot;)
game.Workspace.GameScript.Reinforcements.Value = game.Workspace.GameScript.Reinforcements.Value - 1
print(&quot;Decreased Value&quot;)
if player.Character then
canDie = false
wait(1)
player.Character:BreakJoints()
print(&quot;Killed player&quot;)
end end
repeat wait()
player.TeamColor = team1.TeamColor
print(&quot;Made it to surviving!&quot;) until player.TeamColor == game.Teams[&quot;Surviving&quot;].TeamColor
end 
end
end)
---This si the caution
game.Workspace.GameScript.BossAppears.Changed:connect(function()
if game.Workspace.GameScript.BossAppears.Value == true then
script.Parent.Parent.BossGui.LocalScript.Disabled = false
gui = script.Parent.Parent.BossGui.Caution
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency - 0.1
end
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency + 0.1
end
wait(1)
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency - 0.1
end
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency + 0.1
end
wait(1)
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency - 0.1
end
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency + 0.1
end
gui.Visible = false
end
end)

if stats.Class.Value == &quot;Warrior&quot; then
--armour.Value = &quot;WarriorSuit&quot;
stats.Warrior.Value = true
ws.Visible = true
elseif stats.Class.Value == &quot;Magician&quot; then
--armour.Value = &quot;MagicianSuit&quot;
stats.Magician.Value = true
ms.Visible = true
elseif stats.Class.Value == &quot;Ninja&quot; then
--armour.Value = &quot;NinjaSuit&quot;
stats.Ninja.Value = true
ns.Visible = true
elseif stats.Class.Value == &quot;Archer&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Archer.Value = true
as.Visible = true
elseif stats.Class.Value == &quot;DeathSlayer&quot; then
armour.Value = &quot;DeathSlayerSuit&quot;
--stats.Archer.Value = true
script.Parent.SkillMenu.DeathSlayerSkills.Visible = true
elseif stats.Class.Value == &quot;Stella&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Stella.Value = true
ss.Visible = true
elseif stats.Class.Value == &quot;Paladin&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Paladin.Value = true
ps.Visible = true
elseif stats.Class.Value == &quot;Defendor&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Defendor.Value = true
ds.Visible = true
elseif stats.Class.Value == &quot;Necromancer&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Necromancer.Value = true
nes.Visible = true
elseif stats.Class.Value == &quot;Smasher&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Smasher.Value = true
smss.Visible = true
end

if armour.Value == &quot;None&quot; then
print(&quot;No armours equipped!&quot;)
else
suit(game.Lighting:findFirstChild(armour.Value))
end

if player.Character and not player.Character.Torso:findFirstChild(&quot;InfoGui&quot;) then
daFing = game.Lighting.InfoGui
daFing:clone().Parent = player.Character.Torso
end

---------------------400k Anniversary
if player then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 73047882)
end
---------------------

if game.Players:findFirstChild(&quot;Swordphin123&quot;) or game.Players:findFirstChild(&quot;swordphin123&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69610961)
&#9;if game.Workspace.TripleEvent.Value == false then
&#9;stats.Gold.Value = stats.Gold.Value + 100
&#9;else
&#9;stats.Gold.Value = stats.Gold.Value + 300
&#9;end
end

if game.Players:findFirstChild(&quot;willy1237958&quot;) or game.Players:findFirstChild(&quot;Willy1237958&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 71574053)
&#9;if game.Workspace.TripleEvent.Value == false then
&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + 1
&#9;else
&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + 3
&#9;end
end

if game.Players:findFirstChild(&quot;333333333&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69611473)
&#9;if game.Workspace.TripleEvent.Value == false then
&#9;stats.Exp.Value = stats.Exp.Value + 1000
&#9;else
&#9;stats.Exp.Value = stats.Exp.Value + 3000
&#9;end
end

if game.Players:findFirstChild(&quot;Piemanmuffin&quot;) or game.Players:findFirstChild(&quot;piemanmuffin&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69666590)
&#9;if game.Workspace.TripleEvent.Value == false then
&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + 25
&#9;else
&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + 75
&#9;end
end
--[[
if game.Players:findFirstChild(&quot;7ezequiel7&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69952704)
end
--]]
if game.Players:findFirstChild(&quot;vasil12345&quot;) or game.Players:findFirstChild(&quot;Vasil12345&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70177902)
end

rankz = {&quot;razor7731&quot;,&quot;lolmanikken2&quot;,&quot;DailyDerpz&quot;,&quot;333333333&quot;,&quot;Piemanmuffin&quot;,&quot;piemanmuffin&quot;,&quot;vasil12345&quot;,&quot;Vasil12345&quot;}

while wait() do ----NO LAGGY no it loops,

if player.Comboc.Value &lt; 1 then
player.Combo.Value = 0
player.Comboc.Value = 0
script.Parent.HitCombo.Visible = false
script.Parent.HitCombo.Combo.Text = &quot;0&quot;
end

if player.Character.Torso:findFirstChild(&quot;InfoGui&quot;) then
showTo = player.Character.Torso:findFirstChild(&quot;InfoGui&quot;)
showTo.Level.Text = &quot;Level: &quot; ..stats.Level.Value
if stats.Guild.Value ~= &quot;None&quot; then
&#9;showTo.Guild.Visible = true
&#9;showTo.Guild.Text = &quot;[&quot; ..stats.Guild.Value.. &quot;]&quot;
&#9;script.Parent.GuildCreate.Visible = false
&#9;script.Parent.GuildLeave.Visible = true
else
&#9;showTo.Guild.Visible = false
&#9;script.Parent.GuildCreate.Visible = true
&#9;script.Parent.GuildLeave.Visible = false
end
&#9;if stats.GuildLeader.Value == true then
&#9;&#9;script.Parent.GuildMaster.Visible = true
&#9;else
&#9;&#9;script.Parent.GuildMaster.Visible = false
&#9;end

if game:GetService(&quot;BadgeService&quot;):UserHasBadge(player.userId, 71368053) then

for _,dah in pairs(rankz) do
if player.Name == dah or player.Name == &quot;Swordphin123&quot; or player.Name == &quot;swordphin123&quot; then
print(&quot;Cannot switch to admin/owner&quot;)
else
showTo.Rank.Visible = true
showTo.Rank.Text = &quot;[Veteran]&quot;
end
end

end

if player.Name == &quot;Swordphin123&quot; or player.Name == &quot;swordphin123&quot; then
showTo.Rank.Visible = true
showTo.Rank.Text = &quot;[Owner]&quot;
end

for _,admins in pairs(rankz) do
if player.Name == admins then
showTo.Rank.Visible = true
showTo.Rank.Text = &quot;[Admin]&quot;
end
end
end

toGetVet = 50000
toGetVet2 = 115000

if stats.Strength.Value &gt;= toGetVet or stats.Intelligence.Value &gt;= toGetVet or stats.Dexterity.Value &gt;= toGetVet and stats.Defense.Value &gt;= toGetVet2 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 71368053)
end

if player.Combo.Value &gt;= 100 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70390708)
end
if player.Combo.Value &gt;= 500 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70390780)
end
if player.Combo.Value &gt;= 1000 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70390838)
end
if player.Combo.Value &gt;= 5000 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70390876)
end
if player.Combo.Value &gt;= 10000 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70424785)
end

getrewarded(ach.Page1.Reward1,1,10,5) ---Goes by: ButtonDefine,NumbervalueObjective,FP,Gold
getrewarded(ach.Page1.Reward2,5,10,15)
getrewarded(ach.Page1.Reward3,0,0,25)
getrewarded(ach.Page1.Reward4,0,0,30)
getrewarded(ach.Page1.Reward5,0,0,35)
getrewarded(ach.Page2.Reward1,0,0,0)
getrewarded(ach.Page2.Reward2,0,0,40)
getrewarded(ach.Page2.Reward3,0,0,40)
getrewarded(ach.Page2.Reward4,0,0,40)
getrewarded(ach.Page2.Reward5,0,0,150)
getrewarded(ach.Page2.Reward6,15,0,20)
getrewarded(ach.Page3.Reward1,300,30,0)
getrewarded(ach.Page3.Reward2,1800,50,0)
getrewarded(ach.Page3.Reward3,3600,70,0)
getrewarded(ach.Page3.Reward4,7200,100,0)
getrewarded(ach.Page3.Reward5,86400,20,700)

if stats.Reak.Value == true then
nes.Reak.Learn.Visible = false
end
if stats.Frost.Value == true then
nes.Frost.Learn.Visible = false
end
if stats.Freeze.Value == true then
nes.Freeze.Learn.Visible = false
end
if stats.RayNe.Value == true then
nes.Ray.Learn.Visible = false
end
if stats.Arctius.Value == true then
nes.Arctius.Learn.Visible = false
end
if stats.NecromancerCryForm.Value == true then
nes.NecromancerCryForm.Learn.Visible = false
end
if stats.VordanAce.Value == true then
ws.VordanAce.Learn.Visible = false
end
if stats.Sunder.Value == true then
ws.Sunder.Learn.Visible = false
end
if stats.Thundiga.Value == true then
ns.Thundiga.Learn.Visible = false
end
if stats.ArcWings.Value == true then
ms.ArcWings.Learn.Visible = false
end
if stats.WarriorCryForm.Value == true then
ws.WarriorCryForm.Learn.Visible = false
end
if stats.MagicianCryForm.Value == true then
ms.MagicianCryForm.Learn.Visible = false
end
if stats.NinjaCryForm.Value == true then
ns.NinjaCryForm.Learn.Visible = false
end
if stats.SarStar.Value == true then
ns.SarStar.Learn.Visible = false
end
if stats[&quot;X-Slash&quot;].Value == true then
ws[&quot;X-Slash&quot;].Learn.Visible = false
end
if stats.ArcherCryForm.Value == true then
as.ArcherCryForm.Learn.Visible = false
end
if stats.ev.Value == true then
ms.Everest.Learn.Visible = false
end
if stats.re.Value == true then
ms.Revive.Learn.Visible = false
end
if stats.ExplosiveArrow.Value == true then
as.ExplosiveArrow.Learn.Visible = false
end
if stats.PoisonDart.Value == true then
as.PoisonDart.Learn.Visible = false
end
if stats.DarkAlly.Value == true then
ss.DarkAlly.Learn.Visible = false
end
if stats.Vadarian.Value == true then
ss.Vadarian.Learn.Visible = false
end
if stats.Nuke.Value == true then
ss.Nuke.Learn.Visible = false
end
if stats.StellaCryForm.Value == true then
ss.StellaCryForm.Learn.Visible = false
end
if stats.PaladinCryForm.Value == true then
ps.PaladinCryForm.Learn.Visible = false
end
if stats.Reaper.Value == true then
ps.Reaper.Learn.Visible = false
end
if stats.FatalShot.Value == true then
ps.FatalShot.Learn.Visible = false
end
if stats.Doubler.Value == true then
ps.Doubler.Learn.Visible = false
end
if stats.DarkWave.Value == true then
ps.DarkWave.Learn.Visible = false
end
if stats.Waller.Value == true then
ds.Waller.Learn.Visible = false
end
if stats.Revolver.Value == true then
ds.Revolver.Learn.Visible = false
end
if stats.DeKill.Value == true then
ds.DeKill.Learn.Visible = false
end
if stats.Rush.Value == true then
smss.Rush.Learn.Visible = false
end
if stats.Theft.Value == true then
smss.Theft.Learn.Visible = false
end
if stats.Rager.Value == true then
smss.Rager.Learn.Visible = false
end
if stats.SmasherCryForm.Value == true then
smss.SmasherCryForm.Learn.Visible = false
end
if stats.Cerius.Value == true then
smss.Cerius.Learn.Visible = false
end

ws.FluryRage.Text1.Text = &quot;Increases STRENGTH by &quot;..stats.fr.Value..&quot; permanently.&quot;
ns.Guard.Text1.Text = &quot;Increases DEFENSE by &quot;..stats.gu.Value..&quot; permanently.&quot;
ms.Aid.Text1.Text = &quot;Heals yourself by &quot;..stats.a.Value..&quot; hit points.&quot;
ms.ArcWings.Text1.Text = &quot;Does brutal damage in a short range. &quot;..stats.aws.Value..&quot; Shots.&quot;
ss.Berserker.Text1.Text = &quot;Double damage to all foes for &quot;..stats.ber.Value..&quot; seconds.&quot;
ss.DarkAlly.Text1.Text = &quot;Summons a minion. Deals &quot;..stats.dadmg.Value..&quot; Damage.&quot;
ds.Meditation.Text1.Text = &quot;Gives &quot;..stats.med.Value..&quot; faith points.&quot;
----
&#9;local length = string.len(text)
&#9;dta = &quot;&quot;
&#9;if(at &lt; length) then
&#9;&#9;at = at+1
&#9;else
&#9;&#9;at = -max
&#9;end
&#9;for i=0, max do
&#9;&#9;beg = at+i
&#9;&#9;if(beg &lt; 0) then
&#9;&#9;&#9;dta=dta..&quot; &quot;
&#9;&#9;else
&#9;&#9;&#9;dta=dta..string.sub(text,beg,beg)
&#9;&#9;end
&#9;end
&#9;mess.Text = dta;
----
if game.Workspace.GameScript.Wave.Value &gt;= 9 then
&#9;if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;if stats.Class.Value == &quot;Warrior&quot; then
&#9;&#9;&#9;if stats.Strength.Value &lt; 25 or stats.Defense.Value &lt; 40 then
&#9;&#9;&#9;&#9;script.Parent.HighLvl.Visible = true
&#9;&#9;&#9;else script.Parent.HighLvl.Visible = false
&#9;&#9;&#9;end
&#9;&#9;elseif stats.Class.Value == &quot;Magician&quot; or stats.Class.Value == &quot;Necromancer&quot; then
&#9;&#9;&#9;if stats.Intelligence.Value &lt; 45 or stats.Defense.Value &lt; 20 then
&#9;&#9;&#9;&#9;script.Parent.HighLvl.Visible = true
&#9;&#9;&#9;else script.Parent.HighLvl.Visible = false
&#9;&#9;&#9;end
&#9;&#9;elseif stats.Class.Value == &quot;Ninja&quot; or stats.Class.Value == &quot;Archer&quot; then
&#9;&#9;&#9;if stats.Dexterity.Value &lt; 55 or stats.Defense.Value &lt; 25 then
&#9;&#9;&#9;&#9;script.Parent.HighLvl.Visible = true
&#9;&#9;&#9;else script.Parent.HighLvl.Visible = false
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;else script.Parent.HighLvl.Visible = false
&#9;end
else script.Parent.HighLvl.Visible = false
end

if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) and game.Workspace.GameScript.Reinforcements.Value &gt; 0 and player.InGameNow.Value == true then
script.Parent.Notice.Visible = true
else
script.Parent.Notice.Visible = false end

if game.Workspace:findFirstChild(&quot;Boss&quot;) then
script.Parent.Parent.BossGui.Text.Text = game.Workspace.Boss.Boss.Zombie.Health.. &quot;/&quot; ..game.Workspace.Boss.Boss.Zombie.MaxHealth
script.Parent.Parent.BossGui.BARR.Visible = true
script.Parent.Parent.BossGui.Text.Visible = true
script.Parent.Parent.BossGui.BARR.Bar:TweenSize(UDim2.new(game.Workspace.Boss.Boss.Zombie.Health/game.Workspace.Boss.Boss.Zombie.MaxHealth,0,1,0),&quot;Out&quot;,&quot;Bounce&quot;,0,false,nil)
script.Parent.Parent.BossGui.BARR.Bar2:TweenSize(UDim2.new(game.Workspace.Boss.Boss.Zombie.Health/game.Workspace.Boss.Boss.Zombie.MaxHealth,0,1,0),&quot;Out&quot;,&quot;Quad&quot;,2,false,nil)
else
script.Parent.Parent.BossGui.BARR.Visible = false
script.Parent.Parent.BossGui.Text.Visible = false
end

if game.Workspace:findFirstChild(&quot;Statue&quot;) then
script.Parent.Parent.BossGui.Text2.Text = game.Workspace.Statue.Statue.Target.Health.. &quot;/&quot; ..game.Workspace.Statue.Statue.Target.MaxHealth
script.Parent.Parent.BossGui.BARR2.Visible = true
script.Parent.Parent.BossGui.Text2.Visible = true
script.Parent.Parent.BossGui.BARR2.Bar:TweenSize(UDim2.new(game.Workspace.Statue.Statue.Target.Health/game.Workspace.Statue.Statue.Target.MaxHealth,0,1,0))
else
script.Parent.Parent.BossGui.BARR2.Visible = false
script.Parent.Parent.BossGui.Text2.Visible = false
end

script.Parent.BARR.Bar:TweenSize(UDim2.new(game.Workspace.GameScript.Reinforcements.Value/5,0,1,0))
script.Parent.Text.Text = &quot;Reinforcements: &quot; ..game.Workspace.GameScript.Reinforcements.Value

script.Parent.Exp.Bar:TweenSize(UDim2.new(stats.Exp.Value/stats.MaxExp.Value,0,1,0))
script.Parent.ExpShow.Text = &quot;Exp: &quot; ..stats.Exp.Value.. &quot;/&quot; ..stats.MaxExp.Value
script.Parent.Level.Text = &quot;Level: &quot; ..stats.Level.Value
script.Parent.Guild.Text = &quot;Guild: &quot; ..stats.Guild.Value

if stats.TutorialCompletion.Value == false then
p1 = script.Parent.Part1
p2 = script.Parent.Part2
script.Parent.TextButton.Arrow.Visible = true
t.Defense.TextButton.Arrow.Visible = true
t.Speed.TextButton.Arrow.Visible = true
t.FaithPoints.Arrow.Visible = true
t.Strength.TextButton.Arrow.Visible = false
t.Intelligence.TextButton.Arrow.Visible = false
t.Dexterity.TextButton.Arrow.Visible = false
if stats.Class.Value == &quot;Warrior&quot; or stats.Class.Value == &quot;Stella&quot; then
t.Strength.TextButton.Arrow.Visible = true
elseif stats.Class.Value == &quot;Magician&quot; or stats.Class.Value == &quot;Necromancer&quot; then
t.Intelligence.TextButton.Arrow.Visible = true
elseif stats.Class.Value == &quot;Ninja&quot; or stats.Class.Value == &quot;Archer&quot; then
t.Dexterity.TextButton.Arrow.Visible = true
end
if p1.Value == true then
script.Parent.TextButton.Arrow.Visible = false
end
if p2.Value == true then
script.Parent.TextButton.Arrow.Visible = false
t.Defense.TextButton.Arrow.Visible = false
t.Speed.TextButton.Arrow.Visible = false
t.FaithPoints.Arrow.Visible = false
t.Strength.TextButton.Arrow.Visible = false
t.Intelligence.TextButton.Arrow.Visible = false
t.Dexterity.TextButton.Arrow.Visible = false
stats.TutorialCompletion.Value = true
end
end

if stats.FaithPoints.Value &lt; 10 then
t.Defense.TextButton2.Visible = false
t.Dexterity.TextButton2.Visible = false
t.Intelligence.TextButton2.Visible = false
t.Strength.TextButton2.Visible = false
else
t.Defense.TextButton2.Visible = true
t.Dexterity.TextButton2.Visible = true
t.Intelligence.TextButton2.Visible = true
t.Strength.TextButton2.Visible = true
end

t.Strength.Text = &quot;Strength: &quot; ..stats.Strength.Value
t.Dexterity.Text = &quot;Dexterity: &quot; ..stats.Dexterity.Value
t.Intelligence.Text = &quot;Intelligence: &quot; ..stats.Intelligence.Value
t.Defense.Text = &quot;Defense: &quot; ..stats.Defense.Value
t.Speed.Text = &quot;Speed: &quot; ..stats.Speed.Value
t.FaithPoints.Text = &quot;Faith Points: &quot; ..stats.FaithPoints.Value
script.Parent.Gold.Text = &quot;Gold: &quot; ..stats.Gold.Value
sk.FaithPoints.Text = &quot;Faith Points: &quot; ..stats.FaithPoints.Value
t.Class.Text = &quot;Class: &quot; ..stats.Class.Value
texter()
if stats.FaithPoints.Value &lt; 1 then
t.Strength.TextButton.Visible = false
t.Defense.TextButton.Visible = false
t.Speed.TextButton.Visible = false
t.Dexterity.TextButton.Visible = false
t.Intelligence.TextButton.Visible = false
t.Defense.TextButton3.Visible = false
t.Dexterity.TextButton3.Visible = false
t.Intelligence.TextButton3.Visible = false
t.Strength.TextButton3.Visible = false
else
stats.TutorialCompletion.Value = false
script.Parent.Part1.Value = false
script.Parent.Part2.Value = false
t.Strength.TextButton.Visible = true
t.Defense.TextButton.Visible = true
if awards:findFirstChild(&quot;Legendary Hero&quot;).Value == false then
&#9;if stats.Speed.Value &lt; 15 then
&#9;&#9;t.Speed.TextButton.Visible = true
&#9;else
&#9;&#9;t.Speed.TextButton.Visible = false
&#9;&#9;stats.Speed.Value = 15
&#9;end
else
&#9;if stats.Speed.Value &lt; 30 then
&#9;&#9;t.Speed.TextButton.Visible = true
&#9;else
&#9;&#9;t.Speed.TextButton.Visible = false
&#9;&#9;stats.Speed.Value = 30
&#9;end
end
if stats.aws.Value &gt;= 15 then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69642465)
ms.ArcWings.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.evs.Value &gt;= 15 then
ms.Everest.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.fr.Value &gt;= 200 then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69642572)
ws.FluryRage.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.gu.Value &gt;= 200 then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69642686)
ns.Guard.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.ber.Value &gt;= 30 then
ss.Berserker.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.dadmg.Value &gt;= 5000 then
ss.DarkAlly.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.med.Value &gt;= 100 then
ds.Meditation.BackgroundColor3 = Color3.new(1,0,0)
end
t.Dexterity.TextButton.Visible = true
t.Intelligence.TextButton.Visible = true
t.Defense.TextButton3.Visible = true
t.Dexterity.TextButton3.Visible = true
t.Intelligence.TextButton3.Visible = true
t.Strength.TextButton3.Visible = true
end

if stats.Strength.Value &gt;= 100 then
awards[&quot;Muscle Man&quot;].Value = true
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69604082)
end
if stats.Intelligence.Value &gt;= 100 then
awards[&quot;Grade Ace-er&quot;].Value = true
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69604356)
end
if stats.Dexterity.Value &gt;= 100 then
awards[&quot;Shadow Hider&quot;].Value = true
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69604487)
end
if stats.Defense.Value &gt;= 2000 then
awards[&quot;Endured Defensed&quot;].Value = true
end
if stats.Speed.Value &gt;= 15 then
awards[&quot;Marathon Runner&quot;].Value = true
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69604603)
end

if stats.TimeInGame.Value &gt;= 300 then
awards[&quot;Recruit&quot;].Value = stats.TimeInGame.Value
end
if stats.TimeInGame.Value &gt;= 1800 then
awards[&quot;Soldier&quot;].Value = stats.TimeInGame.Value
end
if stats.TimeInGame.Value &gt;= 3600 then
awards[&quot;Sergeant&quot;].Value = stats.TimeInGame.Value
end
if stats.TimeInGame.Value &gt;= 7200 then
awards[&quot;Commander&quot;].Value = stats.TimeInGame.Value
end
if stats.TimeInGame.Value &gt;= 86400 then
awards[&quot;General of the Army&quot;].Value = stats.TimeInGame.Value
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69663066)
end

guiiishop = script.Parent.Parent.ShopGui

potion = guiiishop.Background.Potions

potion.Reessence.Amount.Text = &quot;x &quot; ..stats.Reessence.Value
potion.Potion.Amount.Text = &quot;x &quot; ..stats.Potion.Value
potion.DarkPotion.Amount.Text = &quot;x &quot; ..stats.DarkPotion.Value
potion.WeakPotion.Amount.Text = &quot;x &quot; ..stats.WeakPotion.Value
potion.ShardOfLife.Amount.Text = &quot;x &quot; ..stats.ShardOfLife.Value

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=69804783&quot; then
&#9;guiiishop.ClassShop.Item5.PriceValue.Value = 1000
&#9;guiiishop.ClassShop.Item5.Price.Text = &quot;PRICE: 1000 Gold&quot;
&#9;guiiishop.ClassShop.Item6.PriceValue.Value = 1000
&#9;guiiishop.ClassShop.Item6.Price.Text = &quot;PRICE: 1000 Gold&quot;
&#9;else
&#9;guiiishop.ClassShop.Item5.PriceValue.Value = 10000
&#9;guiiishop.ClassShop.Item5.Price.Text = &quot;PRICE: 10000 Gold&quot;
&#9;guiiishop.ClassShop.Item6.PriceValue.Value = 10000
&#9;guiiishop.ClassShop.Item6.Price.Text = &quot;PRICE: 10000 Gold&quot;
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=69679710&quot; then
&#9;guiiishop.ClassShop.Item7.PriceValue.Value = 20000
&#9;guiiishop.ClassShop.Item7.Price.Text = &quot;PRICE: 20000 Gold&quot;
&#9;else
&#9;guiiishop.ClassShop.Item7.PriceValue.Value = 30000
&#9;guiiishop.ClassShop.Item7.Price.Text = &quot;PRICE: 30000 Gold&quot;
&#9;end
end

if game:GetService(&quot;BadgeService&quot;):UserHasBadge(player.userId, 72600190) then
&#9;guiiishop.ClassShop.Item8.PriceValue.Value = 20000
&#9;guiiishop.ClassShop.Item8.Price.Text = &quot;PRICE: 20000 Gold&quot;
&#9;else
&#9;guiiishop.ClassShop.Item8.PriceValue.Value = 30000
&#9;guiiishop.ClassShop.Item8.Price.Text = &quot;PRICE: 30000 Gold&quot;
end

if stats.Warrior.Value == true then
guiiishop.ClassShop.Item1.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Magician.Value == true then
guiiishop.ClassShop.Item2.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Ninja.Value == true then
guiiishop.ClassShop.Item3.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Archer.Value == true then
guiiishop.ClassShop.Item4.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Stella.Value == true then
guiiishop.ClassShop.Item5.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Defendor.Value == true then
guiiishop.ClassShop.Item6.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Necromancer.Value == true then
guiiishop.ClassShop.Item7.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Smasher.Value == true then
guiiishop.ClassShop.Item8.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Paladin.Value == true then
guiiishop.PaladinShopp.PaladinPurchase.BackgroundColor3 = Color3.new(0,1,0)
end

--script.Parent.Parent.ScreenGuiADMIN.Frame.TextBox.KickAll.Text = &quot;Private: &quot; ..game.Workspace.PrivateMode.Value

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="TextButton" referent="RBX8069">
						<Properties>
							<bool name="Active">true</bool>
							<bool name="AutoButtonColor">true</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">6</token>
							<bool name="Modal">false</bool>
							<string name="Name">TextButton</string>
							<UDim2 name="Position">
								<XS>0</XS>
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											<YS>0</YS>
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										<string name="Text">Must have DEF 25 or above.</string>
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										<string name="Text">Learn Skill: 100 FP</string>
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										<string name="Text">Hurt enemies 2 times with succession.</string>
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										<string name="Text">Learn Skill: 0 FP</string>
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								<Item class="TextLabel" referent="RBX8266">
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										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294901760</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
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										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">5</token>
										<string name="Name">Required</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>470</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>200</XO>
											<YS>0</YS>
											<YO>15</YO>
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										<string name="Text">Must have DEX 99 or above.</string>
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										<Color3 name="TextStrokeColor3">4278190080</Color3>
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								<Item class="TextLabel" referent="RBX8267">
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										<bool name="ClipsDescendants">false</bool>
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										<token name="FontSize">5</token>
										<string name="Name">Required</string>
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											<XO>470</XO>
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											<YO>20</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>200</XO>
											<YS>0</YS>
											<YO>15</YO>
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										<string name="Text">Must have DEF 99 or above.</string>
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									<string name="Name">Revolver</string>
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										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
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									<bool name="Selected">false</bool>
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										<XS>0</XS>
										<XO>60</XO>
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										<YO>35</YO>
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								<Item class="TextLabel" referent="RBX8269">
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										<bool name="Active">false</bool>
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										<string name="Name">Text1</string>
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											<XS>0</XS>
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											<YS>0</YS>
											<YO>10</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<string name="Text">Shoots up to 6 bullets, damaging 1200 each.</string>
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								<Item class="TextLabel" referent="RBX8270">
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										<bool name="Active">false</bool>
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										<string name="Name">Text</string>
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											<XS>0</XS>
											<XO>205</XO>
											<YS>0</YS>
											<YO>25</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<string name="Text">Cooldown 30 seconds.</string>
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								<Item class="TextLabel" referent="RBX8271">
									<Properties>
										<bool name="Active">false</bool>
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										<bool name="Draggable">false</bool>
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										<string name="Name">Hotkey</string>
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											<XS>0</XS>
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											<YS>0</YS>
											<YO>15</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<token name="SizeConstraint">0</token>
										<string name="Text">HOTKEY: Q</string>
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								<Item class="TextButton" referent="RBX8272">
									<Properties>
										<bool name="Active">true</bool>
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										<string name="Name">Learn</string>
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											<XS>0</XS>
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											<XS>0</XS>
											<XO>120</XO>
											<YS>0</YS>
											<YO>35</YO>
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										<token name="SizeConstraint">0</token>
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										<string name="Text">Learn Skill: 200 FP</string>
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							</Item>
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									<string name="Name">DeKill</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>105</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
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										<YS>0</YS>
										<YO>35</YO>
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									<string name="Text">De-Kill</string>
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								<Item class="TextLabel" referent="RBX8274">
									<Properties>
										<bool name="Active">false</bool>
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										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">0</token>
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										<string name="Name">Text1</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>205</XO>
											<YS>0</YS>
											<YO>10</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<token name="SizeConstraint">0</token>
										<string name="Text">If foe&apos;s health is under 20%, instant kills.</string>
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								</Item>
								<Item class="TextLabel" referent="RBX8275">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4288914085</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
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										<bool name="Draggable">false</bool>
										<token name="Font">0</token>
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										<string name="Name">Text</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>205</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<token name="SizeConstraint">0</token>
										<string name="Text">No cooldown.</string>
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								</Item>
								<Item class="TextLabel" referent="RBX8276">
									<Properties>
										<bool name="Active">false</bool>
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										<Color3 name="BorderColor3">4279970357</Color3>
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										<bool name="Draggable">false</bool>
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										<string name="Name">Hotkey</string>
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											<XS>0</XS>
											<XO>410</XO>
											<YS>0</YS>
											<YO>15</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<token name="SizeConstraint">0</token>
										<string name="Text">HOTKEY: AUTO</string>
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								<Item class="TextButton" referent="RBX8277">
									<Properties>
										<bool name="Active">true</bool>
										<bool name="AutoButtonColor">true</bool>
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										<bool name="ClipsDescendants">false</bool>
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										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<bool name="Modal">false</bool>
										<string name="Name">Learn</string>
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											<XS>0</XS>
											<XO>350</XO>
											<YS>0</YS>
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										</UDim2>
										<bool name="Selected">false</bool>
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											<XS>0</XS>
											<XO>120</XO>
											<YS>0</YS>
											<YO>35</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
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										<string name="Text">Learn Skill: 400 FP</string>
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										<bool name="TextWrapped">false</bool>
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								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX8278">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
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								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">NecromancerSkills</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>60</YO>
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								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
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							</Properties>
							<Item class="TextButton" referent="RBX8279">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4278190080</Color3>
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									<Color3 name="BorderColor3">4279970357</Color3>
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									<token name="Font">0</token>
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									<bool name="Modal">false</bool>
									<string name="Name">NecromancerCryForm</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>345</YO>
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										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
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										<UDim2 name="Size">
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										<UDim2 name="Size">
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										<string name="Text">Learn Skill: 2000 FP</string>
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										<string name="Text">When enemies die, you earn gold instantly.</string>
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								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8362">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">TextLabel</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>240</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">to the type of class you have right now.</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX8363">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">TextLabel</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>280</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Good luck, and be careful, soldier!</string>
								<Color3 name="TextColor3">4278190335</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
					</Item>
					<Item class="TextButton" referent="RBX8364">
						<Properties>
							<bool name="Active">true</bool>
							<bool name="AutoButtonColor">true</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4278190080</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">6</token>
							<bool name="Modal">false</bool>
							<string name="Name">Save</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>485</YO>
							</UDim2>
							<bool name="Selected">false</bool>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">1</token>
							<string name="Text">SAVE</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX8365">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278190080</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4294967295</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">TextLabel</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>600</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">SAVED! Memory left: 0 / 45000 DCU limit</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
					</Item>
					<Item class="TextLabel" referent="RBX8366">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0.600000024</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">6</token>
							<string name="Name">Gold</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>310</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>150</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Gold: 0</string>
							<Color3 name="TextColor3">4294967040</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX8367">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294967295</Color3>
							<float name="BackgroundTransparency">0.5</float>
							<Color3 name="BorderColor3">4278255360</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">GroupShow</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>545</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>460</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">You are in the group! You will earn 2x more gold earnings!</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">0.5</float>
							<float name="TextTransparency">0.200000003</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX8368">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4278255360</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">9</token>
							<string name="Name">Revive</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>180</XO>
								<YS>0</YS>
								<YO>315</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>600</XO>
								<YS>0</YS>
								<YO>130</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Somebody revived you!</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX8369">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Cooldown</string>
							<ProtectedString name="Source">player = script.Parent.Parent.Parent
stats = player.Statistics

if player:IsInGroup(448936) then
print(&quot;ISH IN GROUPZ&quot;)
script.Parent.GroupShow.Visible = true
else
print(&quot;nub, no hav in group!&quot;)
end

--[[
local choice = Instance.new(&quot;TextLabel&quot;)
choice.Name = &quot;Blah&quot;
choice.Size = UDim2.new(0, 50, 0, 25)

x = 0 --150
y = 0 --160
--]]

while wait(1) do

if stats:findFirstChild(&quot;TimeInGame&quot;) then
stats.TimeInGame.Value = stats.TimeInGame.Value + 1
end

-----------------------------------

if stats.frc.Value &gt; 0 then
stats.frc.Value = stats.frc.Value - 1
--[[
&#9;local deh = choice:clone()
&#9;deh.Text = stats.frc.Value
&#9;deh.Position = UDim2.new(0, x, 0, y)--]]
end
if player.Comboc.Value &gt; 0 then
player.Comboc.Value = player.Comboc.Value - 1
end
if stats.rushc.Value &gt; 0 then
stats.rushc.Value = stats.rushc.Value - 1
end
if stats.smcfc.Value &gt; 0 then
stats.smcfc.Value = stats.smcfc.Value - 1
end
if stats.ceriusc.Value &gt; 0 then
stats.ceriusc.Value = stats.ceriusc.Value - 1
end
if stats.ragerc.Value &gt; 0 then
stats.ragerc.Value = stats.ragerc.Value - 1
end
if stats.medc.Value &gt; 0 then
stats.medc.Value = stats.medc.Value - 1
end
if stats.flamerc.Value &gt; 0 then
stats.flamerc.Value = stats.flamerc.Value - 1
end
if stats.reakc.Value &gt; 0 then
stats.reakc.Value = stats.reakc.Value - 1
end
if stats.frostc.Value &gt; 0 then
stats.frostc.Value = stats.frostc.Value - 1
end
if stats.freezec.Value &gt; 0 then
stats.freezec.Value = stats.freezec.Value - 1
end
if stats.necfc.Value &gt; 0 then
stats.necfc.Value = stats.necfc.Value - 1
end
if stats.arctiusc.Value &gt; 0 then
stats.arctiusc.Value = stats.arctiusc.Value - 1
end
if stats.walc.Value &gt; 0 then
stats.walc.Value = stats.walc.Value - 1
end
if stats.revoc.Value &gt; 0 then
stats.revoc.Value = stats.revoc.Value - 1
end
if stats.dcfc.Value &gt; 0 then
stats.dcfc.Value = stats.dcfc.Value - 1
end
if stats.dkc.Value &gt; 0 then
stats.dkc.Value = stats.dkc.Value - 1
end
if stats.fsh.Value &gt; 0 then
stats.fsh.Value = stats.fsh.Value - 1
end
if stats.shoc.Value &gt; 0 then
stats.shoc.Value = stats.shoc.Value - 1
end
if stats.douc.Value &gt; 0 then
stats.douc.Value = stats.douc.Value - 1
end
if stats.reac.Value &gt; 0 then
stats.reac.Value = stats.reac.Value - 1
end
if stats.pcfc.Value &gt; 0 then
stats.pcfc.Value = stats.pcfc.Value - 1
end
if stats.dwc.Value &gt; 0 then
stats.dwc.Value = stats.dwc.Value - 1
end
if stats.vac.Value &gt; 0 then
stats.vac.Value = stats.vac.Value - 1
end
if stats.dacc.Value &gt; 0 then
stats.dacc.Value = stats.dacc.Value - 1
end
if stats.berc.Value &gt; 0 then
stats.berc.Value = stats.berc.Value - 1
end
if stats.nuc.Value &gt; 0 then
stats.nuc.Value = stats.nuc.Value - 1
end
if stats.scfc.Value &gt; 0 then
stats.scfc.Value = stats.scfc.Value - 1
end
if stats.vvc.Value &gt; 0 then
stats.vvc.Value = stats.vvc.Value - 1
end
if stats.xsc.Value &gt; 0 then
stats.xsc.Value = stats.xsc.Value - 1
end
if stats.dc.Value &gt; 0 then
stats.dc.Value = stats.dc.Value - 1
end
if stats.dbc.Value &gt; 0 then
stats.dbc.Value = stats.dbc.Value - 1
end
if stats.ac.Value &gt; 0 then
stats.ac.Value = stats.ac.Value - 1
end
if stats.awc.Value &gt; 0 then
stats.awc.Value = stats.awc.Value - 1
end
if stats.evc.Value &gt; 0 then
stats.evc.Value = stats.evc.Value - 1
end
if stats.rec.Value &gt; 0 then
stats.rec.Value = stats.rec.Value - 1
end
if stats.thc.Value &gt; 0 then
stats.thc.Value = stats.thc.Value - 1
end
if stats.guc.Value &gt; 0 then
stats.guc.Value = stats.guc.Value - 1
end
if stats.ssc.Value &gt; 0 then
stats.ssc.Value = stats.ssc.Value - 1
end
if stats.wcfc.Value &gt; 0 then
stats.wcfc.Value = stats.wcfc.Value - 1
end
if stats.mcfc.Value &gt; 0 then
stats.mcfc.Value = stats.mcfc.Value - 1
end
if stats.ncfc.Value &gt; 0 then
stats.ncfc.Value = stats.ncfc.Value - 1
end
if stats.tic.Value &gt; 0 then
stats.tic.Value = stats.tic.Value - 1
end
if stats.acfc.Value &gt; 0 then
stats.acfc.Value = stats.acfc.Value - 1
end
end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX8370">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0.5</float>
							<Color3 name="BorderColor3">4278255360</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">VIPNotice</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>575</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>700</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">You are VIP! Stats will save after each class is equipped! Also an extra bonus VIP class!</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278255360</Color3>
							<float name="TextStrokeTransparency">0.800000012</float>
							<float name="TextTransparency">0.200000003</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextButton" referent="RBX8371">
						<Properties>
							<bool name="Active">true</bool>
							<bool name="AutoButtonColor">true</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4294967295</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">4</token>
							<bool name="Modal">false</bool>
							<string name="Name">Achievement</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>365</YO>
							</UDim2>
							<bool name="Selected">false</bool>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">1</token>
							<string name="Text">Achievements</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294901760</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="Frame" referent="RBX8372">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">AchievementMenu</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>200</XO>
								<YS>0</YS>
								<YO>100</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0.599999964</XS>
								<XO>0</XO>
								<YS>0.799999952</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">3</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX8373">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278190080</Color3>
								<float name="BackgroundTransparency">1</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<string name="Name">Background</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>500</XO>
									<YS>0</YS>
									<YO>500</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text"></string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
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										<string name="Text">REWARD: 40 Gold</string>
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										<string name="Name">Completed</string>
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											<YS>0</YS>
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											<XS>0</XS>
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											<XS>0</XS>
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											<YS>0</YS>
											<YO>0</YO>
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										<string name="Text">REWARD: 40 Gold</string>
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										<string name="Name">Completed</string>
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											<XS>0</XS>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<float name="TextTransparency">0</float>
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										<XS>0</XS>
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										<YS>0</YS>
										<YO>20</YO>
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											<XS>0</XS>
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											<YS>0</YS>
											<YO>0</YO>
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											<XS>0</XS>
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										<UDim2 name="Size">
											<XS>0</XS>
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											<YS>0</YS>
											<YO>0</YO>
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										<string name="Text">REWARD: 40 Gold</string>
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										<token name="Font">2</token>
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										<string name="Name">Completed</string>
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											<XS>0</XS>
											<XO>350</XO>
											<YS>0</YS>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<string name="Name">Reward</string>
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							<Item class="TextLabel" referent="RBX8454">
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									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
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										<XS>0</XS>
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										<XS>0</XS>
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										<YS>0</YS>
										<YO>20</YO>
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										<bool name="Active">false</bool>
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											<XS>0</XS>
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											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<bool name="Active">false</bool>
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											<XS>0</XS>
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											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<string name="Text">REWARD: 150 Gold</string>
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										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
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										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
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										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4288914085</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
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										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">5</token>
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								<string name="Name">Reset</string>
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										<YO>-105</YO>
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										<XS>0</XS>
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									<string name="Text">If your stats isn&apos;t loading,</string>
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									<string name="Name">Text</string>
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									<string name="Text">Then click the Reset button</string>
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									<string name="Name">Text</string>
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										<YO>-45</YO>
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										<XS>0</XS>
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							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX8506">
					<Properties>
						<string name="Name">BossGui</string>
					</Properties>
					<Item class="TextLabel" referent="RBX8507">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
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							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">BARR</string>
							<UDim2 name="Position">
								<XS>0</XS>
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								<YS>0</YS>
								<YO>50</YO>
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							<UDim2 name="Size">
								<XS>0</XS>
								<XO>600</XO>
								<YS>0</YS>
								<YO>50</YO>
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								<Color3 name="BackgroundColor3">4294901760</Color3>
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								<Color3 name="BorderColor3">4279970357</Color3>
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								<string name="Name">Bar2</string>
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								<UDim2 name="Size">
									<XS>0</XS>
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									<YO>50</YO>
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						<Item class="TextLabel" referent="RBX8509">
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								<Color3 name="BorderColor3">4279970357</Color3>
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								<bool name="Draggable">false</bool>
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								<string name="Name">Bar</string>
								<UDim2 name="Position">
									<XS>0</XS>
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									<YS>0</YS>
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							<token name="FontSize">5</token>
							<string name="Name">Text</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>75</YO>
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								<XS>0</XS>
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							<string name="Text">0/0</string>
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						</Properties>
					</Item>
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							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294967040</Color3>
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							<Color3 name="BorderColor3">4279970357</Color3>
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							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">8</token>
							<string name="Name">Caution</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>250</YO>
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							<UDim2 name="Size">
								<XS>0</XS>
								<XO>1300</XO>
								<YS>0</YS>
								<YO>50</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">CAUTION! CAUTION! CAUTION! CAUTION! CAUTION! CAUTION! CAUTION!</string>
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							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
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						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX8512">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">player = script.Parent.Parent.Parent
char = player.Character

---Script where it faces the boss the camera thing

repeat wait() until game.Workspace:findFirstChild(&quot;Boss&quot;)

--char.Humanoid.WalkSpeed = 0
if not char:findFirstChild(&quot;CamIntro&quot;) or not char:findFirstChild(&quot;CamShop&quot;) then
if game.Workspace.Boss.Boss:findFirstChild(&quot;Zombie&quot;) then
game.Workspace.CurrentCamera.CameraSubject = game.Workspace.Boss.Boss.Zombie end
end
wait(3)
--char.Humanoid.WalkSpeed = 16
--char.Humanoid.WalkSpeed = char.Humanoid.WalkSpeed + player.Statistics.Speed.Value
if not char:findFirstChild(&quot;CamIntro&quot;) or not char:findFirstChild(&quot;CamShop&quot;) then
game.Workspace.CurrentCamera.CameraSubject = char.Humanoid
end
wait()
script.Disabled = true
</ProtectedString>
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					</Item>
					<Item class="TextLabel" referent="RBX8513">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">7</token>
							<string name="Name">FP</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>175</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">+ 0 Faith Points!</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294967295</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">1</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX8514">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">7</token>
							<string name="Name">GP</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>205</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">+ 0 Gold!</string>
							<Color3 name="TextColor3">4294967040</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294967295</Color3>
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							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX8515">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">BARR2</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>180</XO>
								<YS>0</YS>
								<YO>100</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>600</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4279970357</Color3>
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							<Color3 name="TextStrokeColor3">4278190080</Color3>
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							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX8516">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278255360</Color3>
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								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<string name="Name">Bar</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>30</YO>
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								<token name="SizeConstraint">0</token>
								<string name="Text"></string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
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								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
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								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
					</Item>
					<Item class="TextLabel" referent="RBX8517">
						<Properties>
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							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">Text2</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>115</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">0/0</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX8518">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">7</token>
							<string name="Name">COM</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>235</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">ACHIEVEMENT COMPLETE:</string>
							<Color3 name="TextColor3">4278190335</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294967295</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">1</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX8519">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">7</token>
							<string name="Name">EXP</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>145</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">+ 0 Exp!</string>
							<Color3 name="TextColor3">4278255360</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294967295</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">1</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX8520">
					<Properties>
						<string name="Name">ShopGui</string>
					</Properties>
					<Item class="TextButton" referent="RBX8521">
						<Properties>
							<bool name="Active">true</bool>
							<bool name="AutoButtonColor">true</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4278190335</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">6</token>
							<bool name="Modal">false</bool>
							<string name="Name">Shop</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>455</YO>
							</UDim2>
							<bool name="Selected">false</bool>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">1</token>
							<string name="Text">SHOP</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294901760</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX8522">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">ShopScript</string>
							<ProtectedString name="Source">---by Swordphin123

local player = script.Parent.Parent.Parent ---4 Parents
local backpack = player.Backpack
local st = player.StarterGear

local this = script.Parent
b = script.Parent.Background

wait(5)

if not player:findFirstChild(&quot;Warrior&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Warrior&quot;
end
if not player:findFirstChild(&quot;Magician&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Magician&quot;
end
if not player:findFirstChild(&quot;Ninja&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Ninja&quot;
end
if not player:findFirstChild(&quot;Archer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Archer&quot;
end
if not player:findFirstChild(&quot;Stella&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Stella&quot;
end
if not player:findFirstChild(&quot;Defendor&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Defendor&quot;
end
if not player:findFirstChild(&quot;Necromancer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Necromancer&quot;
end
if not player:findFirstChild(&quot;Smasher&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Smasher&quot;
end

stats = player:findFirstChild(&quot;Statistics&quot;)

function wep(man)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;local weapon = man:findFirstChild(&quot;WeaponName&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player[player.Statistics.Class.Value]:findFirstChild(weapon.Value) == nil then
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)

&#9;&#9;&#9;&#9;wep = game.Lighting:findFirstChild(weapon.Value)
&#9;&#9;&#9;&#9;if wep then
&#9;&#9;&#9;&#9;if player:findFirstChild(player.Statistics.Class.Value) then
&#9;&#9;&#9;&#9;pcall(function() wep:clone().Parent = player[player.Statistics.Class.Value] print(&quot;CLONED INTO STORAGE!&quot;) end)
&#9;&#9;&#9;&#9;print(&quot;Gottened thing!&quot;)

&#9;&#9;&#9;&#9;if player.DataReady then
&#9;&#9;&#9;&#9;player:SaveInstance(player.Statistics.Class.Value..&quot;Weps&quot;,player:findFirstChild(player.Statistics.Class.Value))
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = true
&#9;&#9;&#9;&#9;end

&#9;&#9;&#9;&#9;if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
&#9;&#9;&#9;&#9;&#9;wep:clone().Parent = backpack
&#9;&#9;&#9;&#9;end

&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought &quot; ..weapon.Value.. &quot; for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;&#9;&#9;end end
&#9;&#9;&#9;-----
&#9;&#9;else
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Failed to buy &quot; ..weapon.Value.. &quot;! You need &quot; ..price.Value - player.Statistics.Gold.Value.. &quot; more gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;&#9;else 
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;You already have this weapon!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;end)
end

function resetShop()

if player.Character:findFirstChild(&quot;CamShop&quot;) then
player.Character.CamShop.BackToPlayer.Value = true
end

wait(1)

b.Class.Visible = true
b.Perk.Visible = true
b.Back.Visible = false
b.ResetArmour.Visible = false
b.Weapon.Visible = true
b.Item.Visible = true
b.Armour.Visible = true
b.Potions.Visible = true

this.ClassShop.Visible = false
this.ItemShop.Visible = false
this.PerkShop.Visible = false

this.MagicianWepShop.Visible = false
this.NinjaWepShop.Visible = false
this.ArcherWepShop.Visible = false
this.WarriorWepShop.Visible = false
this.StellaWepShop.Visible = false
this.DefendorWepShop.Visible = false

this.MagicianArmourShop.Visible = false
this.NinjaArmourShop.Visible = false
this.ArcherArmourShop.Visible = false
this.WarriorArmourShop.Visible = false
this.StellaArmourShop.Visible = false
this.DefendorArmourShop.Visible = false

end

--------------------------------------------------------------
-------------CLASSES-------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Class.MouseButton1Down:connect(function()

shopType = &quot;ClassShop&quot;

if player.Character:findFirstChild(&quot;CamShop&quot;) then
player.Character.CamShop.ShopType.Value = shopType
else
e = game.Workspace.GameScript.CamShop:clone()
e.Parent = player.Character
e.ShopType.Value = shopType
e.Disabled = false
end

wait(1.3)

this.ClassShop.Visible = true
b.Class.Visible = false
b.Perk.Visible = false
b.Back.Visible = true
b.ResetArmour.Visible = false
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)
--------------------------------------------------------------
-------------PERKS-------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Perk.MouseButton1Down:connect(function()
this.PerkShop.Visible = true
b.Class.Visible = false
b.Perk.Visible = false
b.Back.Visible = true
b.ResetArmour.Visible = false
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)
--------------------------------------------------------------
-------------ITEMS-------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Item.MouseButton1Down:connect(function()
this.ItemShop.Visible = true
b.Class.Visible = false
b.Perk.Visible = false
b.Back.Visible = true
b.ResetArmour.Visible = false
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)
--------------------------------------------------------------
--------------ARMOURS------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Armour.MouseButton1Down:connect(function()

shopType = &quot;ArmourShop&quot;

if player.Character:findFirstChild(&quot;CamShop&quot;) then
player.Character.CamShop.ShopType.Value = shopType
else
e = game.Workspace.GameScript.CamShop:clone()
e.Parent = player.Character
e.ShopType.Value = shopType
e.Disabled = false
end

wait(1.3)

if stats.Class.Value == &quot;Warrior&quot; then 
this.WarriorArmourShop.Visible = true
elseif stats.Class.Value == &quot;Magician&quot; then
this.MagicianArmourShop.Visible = true
elseif stats.Class.Value == &quot;Ninja&quot; then
this.NinjaArmourShop.Visible = true
elseif stats.Class.Value == &quot;Archer&quot; then
this.ArcherArmourShop.Visible = true
elseif stats.Class.Value == &quot;Stella&quot; then
this.StellaArmourShop.Visible = true
elseif stats.Class.Value == &quot;Defendor&quot; then
this.DefendorArmourShop.Visible = true
end

b.Class.Visible = false
b.Perk.Visible = false
b.Back.Visible = true
b.ResetArmour.Visible = true
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)

potion = b.Potions

potion.Reessence.MouseButton1Down:connect(function()
if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) and player.Statistics.Reessence.Value &gt; 0 then
&#9;if player.Character then
&#9;&#9;player.Character:BreakJoints()
&#9;end
&#9;player.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;player.Statistics.Reessence.Value = player.Statistics.Reessence.Value - 1
end
end)

function useitem(man,name)
man.MouseButton1Down:connect(function()
char = player.Character
if char:findFirstChild(&quot;Humanoid&quot;) then
hu = char.Humanoid
if hu.Health &lt; hu.MaxHealth and player.Statistics[name].Value &gt; 0 then
hu.Health = hu.Health + man.Heal.Value
player.Statistics[name].Value = player.Statistics[name].Value - 1
end
end
end)
end

useitem(potion.Potion,&quot;Potion&quot;)
useitem(potion.DarkPotion,&quot;DarkPotion&quot;)
useitem(potion.WeakPotion,&quot;WeakPotion&quot;)
useitem(potion.ShardOfLife,&quot;ShardOfLife&quot;)

--------------------------------------------------------------
--------------WEAPONS (Classified by classes)------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Weapon.MouseButton1Down:connect(function()

shopType = &quot;WeaponShop&quot;

if player.Character:findFirstChild(&quot;CamShop&quot;) then
player.Character.CamShop.ShopType.Value = shopType
else
e = game.Workspace.GameScript.CamShop:clone()
e.Parent = player.Character
e.ShopType.Value = shopType
e.Disabled = false
end

wait(1.3)

if stats.Class.Value == &quot;Warrior&quot; then 
this.WarriorWepShop.Visible = true
elseif stats.Class.Value == &quot;Magician&quot; then
this.MagicianWepShop.Visible = true
elseif stats.Class.Value == &quot;Ninja&quot; then
this.NinjaWepShop.Visible = true
elseif stats.Class.Value == &quot;Archer&quot; then
this.ArcherWepShop.Visible = true
elseif stats.Class.Value == &quot;Stella&quot; then
this.StellaWepShop.Visible = true
elseif stats.Class.Value == &quot;Defendor&quot; then
this.DefendorWepShop.Visible = true
end
b.Class.Visible = false
--b.Perk.Visible = false
b.Back.Visible = true
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)
--------------------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------

this.ClassShop.VIPItem.MouseButton1Down:connect(function()
player.Statistics.Class.Value = this.ClassShop.VIPItem.Text
player.Statistics.Armour.Value = this.ClassShop.VIPItem.Armour.Value
if player.Character then
player.Character:BreakJoints()
end
end)

b.Back.MouseButton1Down:connect(function()
resetShop()
end)

script.Parent.Shop.MouseButton1Down:connect(function()
&#9;if script.Parent.Background.Visible == false then
&#9;&#9;script.Parent.Background.Visible = true
this.Clerk.Visible = true
this.News.Visible = true
&#9;&#9;script.Parent.Shop.Text = &quot;CLOSE&quot;
&#9;&#9;resetShop()
&#9;else
&#9;&#9;script.Parent.Background.Visible = false
this.Clerk.Visible = false
this.News.Visible = false
&#9;&#9;script.Parent.Shop.Text = &quot;SHOP&quot;
&#9;&#9;resetShop()
&#9;end
end)

script.Parent.PaladinShop.MouseButton1Down:connect(function()
&#9;if script.Parent.PaladinShopp.Visible == false then
&#9;&#9;script.Parent.PaladinShopp.Visible = true
this.Clerk.Visible = false
this.News.Visible = false
&#9;&#9;script.Parent.PaladinShop.Text = &quot;CLOSE&quot;
&#9;&#9;resetShop()
&#9;else
&#9;&#9;script.Parent.PaladinShopp.Visible = false
this.Clerk.Visible = false
this.News.Visible = false
&#9;&#9;script.Parent.PaladinShop.Text = &quot;Paladin.S.&quot;
&#9;&#9;resetShop()
&#9;end
end)

-------------------------------------------------
--------------NEW THINGS-----------------------------------
-------------------------------------------------
function give()
&#9;wait(1)
&#9;if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
&#9;&#9;local wep = player:findFirstChild(stats.Class.Value)
&#9;&#9;
&#9;&#9;for _,things in pairs(wep:GetChildren()) do
&#9;&#9;&#9;things:clone().Parent = backpack
&#9;&#9;end
&#9;end
end

function tele()

if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
if game.Workspace.GameScript.Map.Value == 8 and game.Workspace.GameScript.Wave.Value &lt; 20 and game.Workspace.GameScript.Playing.Value == true then
m = math.random(1,4)
spawnPoints = game.Workspace.Map.SpawnPoints
if m == 1 then
player.Character:MoveTo(spawnPoints.Part1.Position)
elseif m == 2 then
player.Character:MoveTo(spawnPoints.Part2.Position)
elseif m == 3 then
player.Character:MoveTo(spawnPoints.Part3.Position)
elseif m == 4 then
player.Character:MoveTo(spawnPoints.Part4.Position)
end
end
end

end
-------------------------------------------------
--------------NEW THINGS-----------------------------------
-------------------------------------------------

function suitUp(Suit2)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function resetter(man)
man.MouseButton1Down:connect(function()
if stats.Class.Value == &quot;Warrior&quot; then
stats.Armour.Value = &quot;WarriorSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Magician&quot; then
stats.Armour.Value = &quot;MagicianSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Ninja&quot; then
stats.Armour.Value = &quot;NinjaSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Archer&quot; then
stats.Armour.Value = &quot;ArcherSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Stella&quot; then
stats.Armour.Value = &quot;StellaSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Defendor&quot; then
stats.Armour.Value = &quot;DefendorSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Paladin&quot; then
stats.Armour.Value = &quot;PaladinSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
end
end)
end

function armour(man)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;local weapon = man:findFirstChild(&quot;SuitName&quot;)
&#9;&#9;local lvl = man:findFirstChild(&quot;Level&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Armour:findFirstChild(weapon.Value) == nil then
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)

&#9;&#9;&#9;&#9;wep = game.Lighting:findFirstChild(weapon.Value)
&#9;&#9;&#9;&#9;if wep then
&#9;&#9;&#9;&#9;if player.Armour then
&#9;&#9;&#9;&#9;pcall(function() wep:clone().Parent = player.Armour print(&quot;CLONED INTO STORAGE!&quot;) end)
&#9;&#9;&#9;&#9;print(&quot;Gottened thing!&quot;)

&#9;&#9;&#9;&#9;if player.DataReady then
&#9;&#9;&#9;&#9;player:SaveInstance(&quot;SavedArmour&quot;,player.Armour)
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = true
&#9;&#9;&#9;&#9;end

&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought &quot; ..weapon.Value.. &quot; for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;&#9;&#9;end end
&#9;&#9;&#9;-----
&#9;&#9;else
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Failed to buy &quot; ..weapon.Value.. &quot;! You need &quot; ..price.Value - player.Statistics.Gold.Value.. &quot; more gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;&#9;else 
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour.&quot; wait(1)
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour..&quot; wait(1)
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour...&quot; wait(1)
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour.&quot; wait(1)
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour..&quot; wait(1)
&#9;&#9;&#9;&#9;if player.Statistics.Level.Value &gt;= lvl.Value then
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;&#9;&#9;player.Statistics.Armour.Value = weapon.Value
&#9;&#9;&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;suitUp(game.Lighting:findFirstChild(weapon.Value))
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;desc.Text = &quot;You must be at least level &quot; ..lvl.Value.. &quot; to wear this!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;&#9;&#9;end
&#9;&#9;end
&#9;end)
end

function item(man,name)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)
&#9;&#9;&#9;player.Statistics[name].Value = player.Statistics[name].Value + 1
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought 1 &quot; ..name.. &quot; for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;end)
end

script.Parent.ItemShop.Item6.MouseButton1Down:connect(function()
man = script.Parent.ItemShop.Item6
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)
&#9;&#9;&#9;
&#9;&#9;&#9;wep = game.Lighting:findFirstChild(&quot;Pipebomb&quot;)

&#9;&#9;&#9;&#9;pcall(function() a = wep:clone()
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Warrior&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Magician&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Ninja&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Archer&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Stella&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Defendor&quot;] print(&quot;CLONED INTO STORAGE!&quot;) end)

&#9;&#9;&#9;&#9;if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
&#9;&#9;&#9;&#9;&#9;wep:clone().Parent = backpack
&#9;&#9;&#9;&#9;end

&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought 1 pipebomb for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
end
end)

function perk(man,name)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)
&#9;&#9;&#9;game.Lighting[name]:clone().Parent = player.Backpack
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought 1 &quot; ..name.. &quot; for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;end)
end

function class(man)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Statistics:findFirstChild(man.Text).Value == false then
&#9;&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)

&#9;&#9;&#9;&#9;if player:findFirstChild(&quot;Statistics&quot;) then
&#9;&#9;&#9;&#9;&#9;player.Statistics:findFirstChild(man.Text).Value = true
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;-----
&#9;&#9;&#9;end
&#9;&#9;else if script.Parent.Parent.GameGui.VIPNotice.Visible == false or player.Statistics.IsVip.Value == false then
&#9;&#9;&#9;&#9;&#9;player.Statistics.Class.Value = man.Text
&#9;&#9;&#9;&#9;&#9;player.Statistics.Strength.Value = man.Str.Value
&#9;&#9;&#9;&#9;&#9;player.Statistics.Intelligence.Value = man.Int.Value
&#9;&#9;&#9;&#9;&#9;player.Statistics.Dexterity.Value = man.Dex.Value
&#9;&#9;&#9;&#9;&#9;player.Statistics.Defense.Value = man.Def.Value
&#9;&#9;&#9;&#9;&#9;player.Statistics.Armour.Value = man.Armour.Value
&#9;&#9;&#9;&#9;&#9;if player.Character then
&#9;&#9;&#9;&#9;&#9;&#9;player.Character:BreakJoints()
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;player.Statistics.Class.Value = man.Text
&#9;&#9;&#9;player.Statistics.Armour.Value = man.Armour.Value
&#9;&#9;&#9;if player.Character then
&#9;&#9;&#9;&#9;player.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end)
end

repeat wait() until player.Character ---waits for player

give() ---gives player when they spawn
print(&quot;Gave weapons!&quot;)
wep(this.WarriorWepShop.Item1)
wep(this.WarriorWepShop.Item2)
wep(this.WarriorWepShop.Item3)
wep(this.WarriorWepShop.Item4)
wep(this.MagicianWepShop.Item1)
wep(this.MagicianWepShop.Item2)
wep(this.MagicianWepShop.Item3)
wep(this.MagicianWepShop.Item4)
wep(this.NinjaWepShop.Item1)
wep(this.NinjaWepShop.Item2)
wep(this.NinjaWepShop.Item3)
wep(this.NinjaWepShop.Item4)
wep(this.ArcherWepShop.Item1)
wep(this.ArcherWepShop.Item2)
wep(this.ArcherWepShop.Item3)
wep(this.ArcherWepShop.Item4)
wep(this.StellaWepShop.Item1)
wep(this.StellaWepShop.Item2)
wep(this.StellaWepShop.Item3)
wep(this.StellaWepShop.Item4)
wep(this.DefendorWepShop.Item1)
wep(this.DefendorWepShop.Item2)
class(this.ClassShop.Item1)
class(this.ClassShop.Item2)
class(this.ClassShop.Item3)
class(this.ClassShop.Item4)
class(this.ClassShop.Item5)
class(this.ClassShop.Item6)
class(this.ClassShop.Item7)
class(this.ClassShop.Item8)
class(this.PaladinShopp.PaladinPurchase)
armour(this.WarriorArmourShop.Item1)
armour(this.WarriorArmourShop.Item2)
armour(this.MagicianArmourShop.Item1)
armour(this.MagicianArmourShop.Item2)
armour(this.NinjaArmourShop.Item1)
armour(this.NinjaArmourShop.Item2)
armour(this.ArcherArmourShop.Item1)
armour(this.ArcherArmourShop.Item2)
armour(this.StellaArmourShop.Item1)
armour(this.StellaArmourShop.Item2)
armour(this.StellaArmourShop.Item3)
armour(this.DefendorArmourShop.Item1)
armour(this.DefendorArmourShop.Item2)
armour(this.DefendorArmourShop.Item3)
item(this.ItemShop.Item1,&quot;WeakPotion&quot;)
item(this.ItemShop.Item2,&quot;ShardOfLife&quot;)
item(this.ItemShop.Item3,&quot;Potion&quot;)
item(this.ItemShop.Item4,&quot;DarkPotion&quot;)
item(this.ItemShop.Item5,&quot;Reessence&quot;)
perk(this.PerkShop.Item1,&quot;N Turret&quot;)
perk(this.PerkShop.Item2,&quot;MG Turret&quot;)
perk(this.PerkShop.Item3,&quot;S Turret&quot;)
resetter(script.Parent.Background.ResetArmour)
resetter(script.Parent.PaladinShopp.ResetArmour)

tele()
print(&quot;ACTIVATING BUTTONS...&quot;)

game.Workspace.GameScript.Playing.Changed:connect(function()
tele()
end)

---For every new button you do,
--copy and paste this using the new button&apos;s name

--[[
LOLOLLOOL
By Swordphin :P
IM TEXTTT TTTTT
--]]
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Frame" referent="RBX8523">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294940979</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4278190080</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">Background</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>200</XO>
								<YS>0</YS>
								<YO>50</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0.589999914</XS>
								<XO>0</XO>
								<YS>0.799999952</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">3</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX8524">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4294927872</Color3>
								<float name="BackgroundTransparency">1</float>
								<Color3 name="BorderColor3">4294967142</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<string name="Name">Background</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>500</XO>
									<YS>0</YS>
									<YO>500</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text"></string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextButton" referent="RBX8525">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4280032284</Color3>
								<float name="BackgroundTransparency">0.100000001</float>
								<Color3 name="BorderColor3">4294967295</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">8</token>
								<bool name="Modal">false</bool>
								<string name="Name">Armour</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>20</XO>
									<YS>0</YS>
									<YO>130</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>460</XO>
									<YS>0</YS>
									<YO>40</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">Clothing Shop</string>
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								<string name="Text">Shard of Life</string>
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									<string name="Text">A limited kind of shard found in enviroments.</string>
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									<string name="Text">A ordinary potion. Usually the color is dark red.</string>
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								<string name="Text">be used once per spawn! So use them wisely!</string>
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								<string name="Name">Item1</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>20</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>120</XO>
									<YS>0</YS>
									<YO>40</YO>
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								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">HollyTech</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextLabel" referent="RBX8897">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Description</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">Techno-much?</string>
									<Color3 name="TextColor3">4281584844</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8898">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Price</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>400</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">PRICE: 500 Gold</string>
									<Color3 name="TextColor3">4294967040</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX8899">
								<Properties>
									<string name="Name">PriceValue</string>
									<double name="Value">500</double>
								</Properties>
							</Item>
							<Item class="StringValue" referent="RBX8900">
								<Properties>
									<string name="Name">SuitName</string>
									<string name="Value">HollyTech</string>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX8901">
								<Properties>
									<string name="Name">Level</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8902">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294901760</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">5</token>
									<string name="Name">LevelReq</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-200</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>20</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">REQUIRED: Lvl 5</string>
									<Color3 name="TextColor3">4294967295</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
						</Item>
						<Item class="TextButton" referent="RBX8903">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4281558681</Color3>
								<float name="BackgroundTransparency">0.100000001</float>
								<Color3 name="BorderColor3">4294901760</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">4</token>
								<bool name="Modal">false</bool>
								<string name="Name">Item2</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>20</XO>
									<YS>0</YS>
									<YO>70</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>120</XO>
									<YS>0</YS>
									<YO>40</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">LightStella</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="NumberValue" referent="RBX8904">
								<Properties>
									<string name="Name">PriceValue</string>
									<double name="Value">1300</double>
								</Properties>
							</Item>
							<Item class="StringValue" referent="RBX8905">
								<Properties>
									<string name="Name">SuitName</string>
									<string name="Value">LightStella</string>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8906">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Description</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">Light from within, shine your powers and defeat all evil!</string>
									<Color3 name="TextColor3">4281584844</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8907">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Price</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>400</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">PRICE: 1300 Gold</string>
									<Color3 name="TextColor3">4294967040</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8908">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294901760</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">5</token>
									<string name="Name">LevelReq</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-200</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>20</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">REQUIRED: Lvl 15</string>
									<Color3 name="TextColor3">4294967295</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX8909">
								<Properties>
									<string name="Name">Level</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
						</Item>
						<Item class="TextButton" referent="RBX8910">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4281558681</Color3>
								<float name="BackgroundTransparency">0.100000001</float>
								<Color3 name="BorderColor3">4294901760</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">4</token>
								<bool name="Modal">false</bool>
								<string name="Name">Item3</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>20</XO>
									<YS>0</YS>
									<YO>110</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>120</XO>
									<YS>0</YS>
									<YO>40</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">DarkStella</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="NumberValue" referent="RBX8911">
								<Properties>
									<string name="Name">PriceValue</string>
									<double name="Value">1700</double>
								</Properties>
							</Item>
							<Item class="StringValue" referent="RBX8912">
								<Properties>
									<string name="Name">SuitName</string>
									<string name="Value">DarkStella</string>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8913">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Description</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">Darkness approaches from every corner...</string>
									<Color3 name="TextColor3">4281584844</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8914">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Price</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>400</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">PRICE: 1700 Gold</string>
									<Color3 name="TextColor3">4294967040</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8915">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294901760</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">5</token>
									<string name="Name">LevelReq</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-200</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>20</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">REQUIRED: Lvl 25</string>
									<Color3 name="TextColor3">4294967295</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX8916">
								<Properties>
									<string name="Name">Level</string>
									<double name="Value">25</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Frame" referent="RBX8917">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">StellaWepShop</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>200</XO>
								<YS>0</YS>
								<YO>50</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">0</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextButton" referent="RBX8918">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4281558681</Color3>
								<float name="BackgroundTransparency">0.100000001</float>
								<Color3 name="BorderColor3">4294901760</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">4</token>
								<bool name="Modal">false</bool>
								<string name="Name">Item1</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>20</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>120</XO>
									<YS>0</YS>
									<YO>40</YO>
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									<string name="Name">PriceValue</string>
									<double name="Value">8500</double>
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								<Properties>
									<string name="Name">WeaponName</string>
									<string name="Value">Shotgun</string>
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								<string name="Name">SaveCode</string>
								<string name="Value">DWep</string>
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							<string name="Name">DefendorArmourShop</string>
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									<string name="Name">SuitName</string>
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									<string name="Name">Level</string>
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										<YS>0</YS>
										<YO>20</YO>
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									<string name="Text">REQUIRED: Lvl 5</string>
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								<token name="Font">2</token>
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									<string name="Name">PriceValue</string>
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							<Item class="StringValue" referent="RBX8973">
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									<string name="Name">SuitName</string>
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										<YS>0</YS>
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										<YO>10</YO>
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										<YS>0</YS>
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							<Item class="TextLabel" referent="RBX8976">
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									<Color3 name="BackgroundColor3">4294901760</Color3>
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										<YO>10</YO>
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										<YS>0</YS>
										<YO>20</YO>
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									<string name="Text">REQUIRED: Lvl 15</string>
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									<string name="Name">Level</string>
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								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4281558681</Color3>
								<float name="BackgroundTransparency">0.100000001</float>
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								<token name="Font">2</token>
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								<string name="Name">Item3</string>
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									<XS>0</XS>
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									<YO>40</YO>
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								<string name="Text">DaSparkleGuy</string>
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								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
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							<Item class="NumberValue" referent="RBX8979">
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									<string name="Name">PriceValue</string>
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							<Item class="StringValue" referent="RBX8980">
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									<string name="Name">SuitName</string>
									<string name="Value">DaSparkleGuy</string>
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							<Item class="TextLabel" referent="RBX8981">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Description</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">Hes sparkly, gleams, and deadly... I guess?</string>
									<Color3 name="TextColor3">4281584844</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8982">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Price</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>400</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">PRICE: 1250 Gold</string>
									<Color3 name="TextColor3">4294967040</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX8983">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294901760</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">5</token>
									<string name="Name">LevelReq</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-200</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>20</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">REQUIRED: Lvl 25</string>
									<Color3 name="TextColor3">4294967295</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX8984">
								<Properties>
									<string name="Name">Level</string>
									<double name="Value">25</double>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX8985">
					<Properties>
						<string name="Name">ScreenGuiADMIN</string>
					</Properties>
					<Item class="Frame" referent="RBX8986">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">Frame</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>150</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">0</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextBox" referent="RBX8987">
							<Properties>
								<bool name="Active">true</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClearTextOnFocus">true</bool>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<bool name="MultiLine">true</bool>
								<string name="Name">TextBox</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>300</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Enter name of player here:</string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextButton" referent="RBX8988">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4291559424</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">BAN</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="Script" referent="RBX8989">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Script</string>
										<ProtectedString name="Source">m = script.Parent.Parent.Parent
player = script.Parent.Parent.Parent.Parent.Parent.Parent
t = script.Parent.Parent

repeat wait() until player.Character

player:WaitForDataReady()

if player.Name == &quot;hubert&quot; then
if player.Character then
player.Character:remove()
end
player:remove()
end

if player:findFirstChild(&quot;Ban&quot;) then
local isBanned = player:LoadBoolean(&quot;Ban&quot;)
if isBanned == true then
if player.Character then
player.Character:remove()
end
player:remove()
end
end

if player.Name == &quot;Player&quot; or player.Name == &quot;Swordphin123&quot; or player.Name == &quot;swordphin123&quot; or player.Name == &quot;333333333&quot; or player.Name == &quot;LadyDeadMace&quot; or player.Name == &quot;Y0uG0tB33f&quot; then

m.Visible = true

else

m.Visible = false

end

script.Parent.MouseButton1Down:connect(function()

if game.Players:findFirstChild(t.Text) then

print(t.Text)

pp = game.Players:findFirstChild(t.Text)

pp.Ban.Value = true

pp:SaveBoolean(&quot;Ban&quot;, true)

if pp.Character then
pp.Character:remove()
end

pp:remove()

end

end)

script.Parent.Parent.TextButtonn.MouseButton1Down:connect(function()

if game.Players:findFirstChild(t.Text) then

print(t.Text)

pp = game.Players:findFirstChild(t.Text)

if pp.Character then
pp.Character:remove()
end

pp:remove()

end

end)

script.Parent.Parent.TextButtonnn.MouseButton1Down:connect(function()

if game.Players:findFirstChild(t.Text) then

print(t.Text)

pp = game.Players:findFirstChild(t.Text)

if pp.Character then
pp.Character:BreakJoints()
end

end

end)

script.Parent.Parent.Zero.MouseButton1Down:connect(function()
game.Workspace.GameScript.Reinforcements.Value = 0
end)

script.Parent.Parent.KickAll.MouseButton1Down:connect(function()
if game.Workspace.PrivateMode.Value == false then
game.Workspace.PrivateMode.Value = true
else
game.Workspace.PrivateMode.Value = false
end
end)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
							<Item class="TextButton" referent="RBX8990">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4278255360</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButtonn</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">KICK</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextButton" referent="RBX8991">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4294967040</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">Zero</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>-30</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Rein-SET</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextButton" referent="RBX8992">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4294940928</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">KickAll</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>-30</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>180</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Private: False</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextButton" referent="RBX8993">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButtonnn</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>-30</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">KILL</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX8994">
					<Properties>
						<string name="Name">VotingGui</string>
					</Properties>
					<Item class="Script" referent="RBX8995">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">voted = true

function seez()
if script.Parent.Frame.Map.Text == &quot;1&quot; then
script.Parent.Frame.Map.Text = &quot;The Cliff&quot;
elseif script.Parent.Frame.Map.Text == &quot;2&quot; then
script.Parent.Frame.Map.Text = &quot;Sand Storm Desert&quot;
elseif script.Parent.Frame.Map.Text == &quot;3&quot; then
script.Parent.Frame.Map.Text = &quot;Witch Village&quot;
elseif script.Parent.Frame.Map.Text == &quot;4&quot; then
script.Parent.Frame.Map.Text = &quot;Zombie Town&quot;
elseif script.Parent.Frame.Map.Text == &quot;5&quot; then
script.Parent.Frame.Map.Text = &quot;Ruined Pillars&quot;
elseif script.Parent.Frame.Map.Text == &quot;6&quot; then
script.Parent.Frame.Map.Text = &quot;Four Corner Mountains&quot;
elseif script.Parent.Frame.Map.Text == &quot;7&quot; then
script.Parent.Frame.Map.Text = &quot;Dark Trident&apos;s Lair&quot;
elseif script.Parent.Frame.Map.Text == &quot;8&quot; then
script.Parent.Frame.Map.Text = &quot;Ravine Caves&quot;
elseif script.Parent.Frame.Map.Text == &quot;9&quot; then
script.Parent.Frame.Map.Text = &quot;The Cliffs 2&quot;
end
end

game.Workspace.GameScript.Voting.Changed:connect(function()
if game.Workspace.GameScript.Voting.Value == true then
&#9;seez()
&#9;script.Parent.Frame.Visible = true
&#9;voted = false
else
&#9;script.Parent.Frame.Visible = false
&#9;voted = true
end
end)

script.Parent.Frame.Yes.MouseButton1Down:connect(function()
if voted == false then
&#9;voted = true
&#9;script.Parent.Frame.Visible = false
&#9;game.Workspace.GameScript.Voting.Yes.Value = game.Workspace.GameScript.Voting.Yes.Value + 1
end
end)

script.Parent.Frame.No.MouseButton1Down:connect(function()
if voted == false then
&#9;voted = true
&#9;script.Parent.Frame.Visible = false
&#9;game.Workspace.GameScript.Voting.No.Value = game.Workspace.GameScript.Voting.No.Value + 1
end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Frame" referent="RBX8996">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">Frame</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>100</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0.570000172</XS>
								<XO>0</XO>
								<YS>0.76000011</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">3</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX8997">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278190080</Color3>
								<float name="BackgroundTransparency">1</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<string name="Name">Background</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>500</XO>
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							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>12.5717258</X>
								<Y>588.82605</Y>
								<Z>30.3303871</Z>
								<R00>0.216229647</R00>
								<R01>0.678372443</R01>
								<R02>0.702179193</R02>
								<R10>-0.966085136</R10>
								<R11>0.252636462</R11>
								<R12>0.0534260347</R12>
								<R20>-0.141153306</R20>
								<R21>-0.689917207</R21>
								<R22>0.709993005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Beam1</string>
							<float name="Reflectance">0.200000003</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1.63912777e-008</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>24</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX9371">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">this = script.Parent.Parent

while wait(1) do

for i = 1,10 do
script.Parent.Transparency = script.Parent.Transparency + 0.1
this.Beam2.Transparency = this.Beam2.Transparency + 0.1
this.Beam3.Transparency = this.Beam3.Transparency + 0.1
wait()
end
for i = 1,10 do
script.Parent.Transparency = script.Parent.Transparency - 0.1
this.Beam2.Transparency = this.Beam2.Transparency - 0.1
this.Beam3.Transparency = this.Beam3.Transparency - 0.1
wait()
end

end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX9372">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-6.64771271</X>
								<Y>586.189575</Y>
								<Z>47.9530334</Z>
								<R00>-0.429629803</R00>
								<R01>0.286907077</R01>
								<R02>0.856206417</R02>
								<R10>-0.897082806</R10>
								<R11>-0.243957043</R11>
								<R12>-0.368396401</R12>
								<R20>0.103186458</R20>
								<R21>-0.926368117</R21>
								<R22>0.362200022</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Beam2</string>
							<float name="Reflectance">0.200000003</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1.63912777e-008</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>24</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9373">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">24</int>
							<CoordinateFrame name="CFrame">
								<X>-16.088213</X>
								<Y>587.341431</Y>
								<Z>34.7855682</Z>
								<R00>-0.459989786</R00>
								<R01>0.845339894</R01>
								<R02>-0.271679729</R02>
								<R10>-0.83166045</R10>
								<R11>-0.302994996</R11>
								<R12>0.465333164</R12>
								<R20>0.311047077</R20>
								<R21>0.439993829</R21>
								<R22>0.842410326</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Beam3</string>
							<float name="Reflectance">0.200000003</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1.63912777e-008</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>24</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9374">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-0.836978912</X>
								<Y>601.486755</Y>
								<Z>46.3467712</Z>
								<R00>-0.429629803</R00>
								<R01>0.286907077</R01>
								<R02>0.856206417</R02>
								<R10>-0.897082806</R10>
								<R11>-0.243957043</R11>
								<R12>-0.368396401</R12>
								<R20>0.103186458</R20>
								<R21>-0.926368117</R21>
								<R22>0.362200022</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>10</X>
								<Y>3.60000014</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9375">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-8.2954855</X>
								<Y>600.734619</Y>
								<Z>30.89748</Z>
								<R00>-0.592045784</R00>
								<R01>-0.271657944</R01>
								<R02>-0.758738279</R02>
								<R10>-0.770911455</R10>
								<R11>0.465317547</R11>
								<R12>0.434942663</R12>
								<R20>0.234898657</R20>
								<R21>0.842425942</R21>
								<R22>-0.484913528</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>10</X>
								<Y>3.60000014</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9376">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>11.4054918</X>
								<Y>599.407166</Y>
								<Z>31.6225395</Z>
								<R00>0.216216445</R00>
								<R01>-0.702181697</R01>
								<R02>0.678367555</R02>
								<R10>-0.966082335</R10>
								<R11>-0.0534025431</R11>
								<R12>0.252628893</R12>
								<R20>-0.141161859</R20>
								<R21>-0.709983945</R21>
								<R22>-0.689911008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>10</X>
								<Y>3.60000014</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9377">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>25.9081802</X>
								<Y>580.941528</Y>
								<Z>50.6325607</Z>
								<R00>0.706406772</R00>
								<R01>-0.702124119</R01>
								<R02>0.0895055458</R02>
								<R10>-0.177556679</R10>
								<R11>-0.0533716194</R11>
								<R12>0.982662261</R12>
								<R20>-0.685173869</R20>
								<R21>-0.710051537</R21>
								<R22>-0.162368879</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>17</X>
								<Y>0.800000012</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9378">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>-26.8568611</X>
								<Y>581.899963</Y>
								<Z>54.5763969</Z>
								<R00>0.678964615</R00>
								<R01>0.643198192</R01>
								<R02>-0.353974223</R02>
								<R10>0.257014573</R10>
								<R11>0.243403733</R11>
								<R12>0.93524605</R12>
								<R20>0.687710047</R20>
								<R21>-0.725973666</R21>
								<R22>-4.8160553e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
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							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<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>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>63</X>
								<Y>24</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9431">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>32</X>
								<Y>589.399963</Y>
								<Z>30.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Wall</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>51</X>
								<Y>24</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9432">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>1.5</X>
								<Y>602</Y>
								<Z>31.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Wall</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>63</X>
								<Y>1.20000005</Y>
								<Z>53</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="SpawnLocation" referent="RBX9433">
					<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">23</int>
						<CoordinateFrame name="CFrame">
							<X>29</X>
							<Y>147</Y>
							<Z>17</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<int name="Duration">10</int>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">2</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">2</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<token name="Material">256</token>
						<string name="Name">SpawnLocation</string>
						<bool name="Neutral">false</bool>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">2</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<int name="TeamColor">23</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>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>6</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
					<Item class="Decal" referent="RBX9434">
						<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>
							<float name="Transparency">0</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX9435">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">GameScript</string>
						<ProtectedString name="Source">players = 1
map = script.Map

local brickcolor = BrickColor.new(&quot;White&quot;) --Create our new BrickColor
local color = brickcolor.Color
print(color)

print(&quot;Place Id Is: &quot; ..game.PlaceId)

if game.Workspace:findFirstChild(&quot;TitleImage&quot;) then game.Workspace.TitleImage:remove() end
game.Lighting.FogEnd = 50000

maxenemies = 2
enemies = maxenemies
wave = script.Wave
survivorsLeft = 0

defend = false
conre = false

playing = script.Playing

maxSongs = 4

function playSong()
m = math.random(1,maxSongs)
if m == 1 then
script.Music:Play()
elseif m == 2 then
script.Music2:Play()
elseif m == 3 then
script.Music3:Play()
elseif m == 4 then
script.Music4:Play()
end
end

function stopSong()
script.Music:Stop()
script.Music2:Stop()
script.Music3:Stop()
script.Music4:Stop()
end

names = {&quot;IKeno&quot;,&quot;alain10&quot;,&quot;razor7731&quot;,&quot;lolmanikken2&quot;,&quot;DailyDerpz&quot;,&quot;333333333&quot;,&quot;Piemanmuffin&quot;,&quot;piemanmuffin&quot;,&quot;vasil12345&quot;,&quot;Vasil12345&quot;}

game.Players.PlayerAdded:connect(function(p)

player = p

if not player:findFirstChild(&quot;Warrior&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Warrior&quot;
end
if not player:findFirstChild(&quot;Magician&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Magician&quot;
end
if not player:findFirstChild(&quot;Ninja&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Ninja&quot;
end
if not player:findFirstChild(&quot;Archer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Archer&quot;
end
if not player:findFirstChild(&quot;DeathSlayer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;DeathSlayer&quot;
end
if not player:findFirstChild(&quot;Stella&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Stella&quot;
end
if not player:findFirstChild(&quot;Defendor&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Defendor&quot;
end
if not player:findFirstChild(&quot;Paladin&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Paladin&quot;
end
if not player:findFirstChild(&quot;Necromancer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Necromancer&quot;
end
if not player:findFirstChild(&quot;Smasher&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Smasher&quot;
end

if not player:findFirstChild(&quot;Armour&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Armour&quot;
end

&#9;&#9;local ban = Instance.new(&quot;BoolValue&quot;)
&#9;&#9;ban.Name = &quot;Ban&quot;
&#9;&#9;ban.Value = false

s = Instance.new(&quot;NumberValue&quot;,p)
s.Name = &quot;Statistics&quot;
wp = Instance.new(&quot;NumberValue&quot;,s)
wp.Name = &quot;WeakPotion&quot;
wp.Value = 0
sol = Instance.new(&quot;NumberValue&quot;,s)
sol.Name = &quot;ShardOfLife&quot;
sol.Value = 0
po = Instance.new(&quot;NumberValue&quot;,s)
po.Name = &quot;Potion&quot;
po.Value = 0
dp = Instance.new(&quot;NumberValue&quot;,s)
dp.Name = &quot;DarkPotion&quot;
dp.Value = 0
ee = Instance.new(&quot;NumberValue&quot;,s)
ee.Name = &quot;Reessence&quot;
ee.Value = 0
aw = Instance.new(&quot;NumberValue&quot;,p)
aw.Name = &quot;Awards&quot;
str = Instance.new(&quot;NumberValue&quot;,s)
str.Name = &quot;Strength&quot;
int = Instance.new(&quot;NumberValue&quot;,s)
int.Name = &quot;Intelligence&quot;
dex = Instance.new(&quot;NumberValue&quot;,s)
dex.Name = &quot;Dexterity&quot;
def = Instance.new(&quot;NumberValue&quot;,s)
def.Name = &quot;Defense&quot;
def.Value = 0
spd = Instance.new(&quot;NumberValue&quot;,s)
spd.Name = &quot;Speed&quot;
fp = Instance.new(&quot;NumberValue&quot;,s)
fp.Name = &quot;FaithPoints&quot;
fp.Value = 500
gol = Instance.new(&quot;NumberValue&quot;,s)
gol.Name = &quot;Gold&quot;
gol.Value = 2000
clas = Instance.new(&quot;StringValue&quot;,s)
clas.Name = &quot;Class&quot;
clas.Value = &quot;None&quot;
tut = Instance.new(&quot;BoolValue&quot;,s)
tut.Name = &quot;TutorialCompletion&quot;
tut.Value = false
armorrr = Instance.new(&quot;StringValue&quot;,s)
armorrr.Name = &quot;Armour&quot;
armorrr.Value = &quot;None&quot;
guild = Instance.new(&quot;StringValue&quot;,s)
guild.Name = &quot;Guild&quot;
guild.Value = &quot;None&quot;
lv = Instance.new(&quot;NumberValue&quot;,s)
lv.Name = &quot;Level&quot;
lv.Value = 1
ex = Instance.new(&quot;NumberValue&quot;,s)
ex.Name = &quot;Exp&quot;
ex.Value = 0
mex = Instance.new(&quot;NumberValue&quot;,s)
mex.Name = &quot;MaxExp&quot;
mex.Value = 5
timer = Instance.new(&quot;NumberValue&quot;,s)
timer.Name = &quot;TimeInGame&quot;
timer.Value = 0
combo = Instance.new(&quot;NumberValue&quot;,p)
combo.Name = &quot;Combo&quot;
combo.Value = 0
comboc = Instance.new(&quot;NumberValue&quot;,p)
comboc.Name = &quot;Comboc&quot;
comboc.Value = 0
vip = Instance.new(&quot;BoolValue&quot;,s)
vip.Name = &quot;IsVip&quot;
vip.Value = false
vipp = Instance.new(&quot;BoolValue&quot;,s)
vipp.Name = &quot;IsMegaVip&quot;
vipp.Value = false
vipdp = Instance.new(&quot;BoolValue&quot;,p)
vipdp.Name = &quot;InGameNow&quot;
vipdp.Value = false

gl = Instance.new(&quot;BoolValue&quot;,s)
gl.Name = &quot;GuildLeader&quot;
gl.Value = false

war = Instance.new(&quot;BoolValue&quot;,s)
war.Name = &quot;Warrior&quot;
war.Value = false
mag = Instance.new(&quot;BoolValue&quot;,s)
mag.Name = &quot;Magician&quot;
mag.Value = false
nin = Instance.new(&quot;BoolValue&quot;,s)
nin.Name = &quot;Ninja&quot;
nin.Value = false
arc = Instance.new(&quot;BoolValue&quot;,s)
arc.Name = &quot;Archer&quot;
arc.Value = false
ste = Instance.new(&quot;BoolValue&quot;,s)
ste.Name = &quot;Stella&quot;
ste.Value = false
pal = Instance.new(&quot;BoolValue&quot;,s)
pal.Name = &quot;Paladin&quot;
pal.Value = false
dee = Instance.new(&quot;BoolValue&quot;,s)
dee.Name = &quot;Defendor&quot;
dee.Value = false
nec = Instance.new(&quot;BoolValue&quot;,s)
nec.Name = &quot;Necromancer&quot;
nec.Value = false
sma = Instance.new(&quot;BoolValue&quot;,s)
sma.Name = &quot;Smasher&quot;
sma.Value = false
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
--------------------------------------SKILLLLLS---------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------SKILZZZ------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
------------------------SKILLLZzzzzzzzz-----------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
----------------------------------SKILLZzz-------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
df = Instance.new(&quot;BoolValue&quot;,s)
df.Name = &quot;Death&quot;
df.Value = false
dfc = Instance.new(&quot;NumberValue&quot;,s)
dfc.Name = &quot;dc&quot;
dfc.Value = 0
dbf = Instance.new(&quot;BoolValue&quot;,s)
dbf.Name = &quot;DeathBlow&quot;
dbf.Value = false
dbfc = Instance.new(&quot;NumberValue&quot;,s)
dbfc.Name = &quot;dbc&quot;
dbfc.Value = 0
----------------------------------DEATH SLAYER (no more updates)
fr = Instance.new(&quot;NumberValue&quot;,s)
fr.Name = &quot;fr&quot;
fr.Value = 10
frc = Instance.new(&quot;NumberValue&quot;,s)
frc.Name = &quot;frc&quot;
frc.Value = 0
va = Instance.new(&quot;BoolValue&quot;,s)
va.Name = &quot;VordanAce&quot;
va.Value = false
vac = Instance.new(&quot;NumberValue&quot;,s)
vac.Name = &quot;vac&quot;
vac.Value = 0
xs = Instance.new(&quot;BoolValue&quot;,s)
xs.Name = &quot;X-Slash&quot;
xs.Value = false
xsc = Instance.new(&quot;NumberValue&quot;,s)
xsc.Name = &quot;xsc&quot;
xsc.Value = 0
su = Instance.new(&quot;BoolValue&quot;,s)
su.Name = &quot;Sunder&quot;
su.Value = false
wcf = Instance.new(&quot;BoolValue&quot;,s)
wcf.Name = &quot;WarriorCryForm&quot;
wcf.Value = false
wcfc = Instance.new(&quot;NumberValue&quot;,s)
wcfc.Name = &quot;wcfc&quot;
wcfc.Value = 0
---------------------------------------------------------WARRIORS
ai = Instance.new(&quot;NumberValue&quot;,s)
ai.Name = &quot;a&quot;
ai.Value = 15
aic = Instance.new(&quot;NumberValue&quot;,s)
aic.Name = &quot;ac&quot;
aic.Value = 0
aw = Instance.new(&quot;BoolValue&quot;,s)
aw.Name = &quot;ArcWings&quot;
aw.Value = false
aws = Instance.new(&quot;NumberValue&quot;,s)
aws.Name = &quot;aws&quot;
aws.Value = 2
awc = Instance.new(&quot;NumberValue&quot;,s)
awc.Name = &quot;awc&quot;
awc.Value = 0
mcf = Instance.new(&quot;BoolValue&quot;,s)
mcf.Name = &quot;MagicianCryForm&quot;
mcf.Value = false
mcfc = Instance.new(&quot;NumberValue&quot;,s)
mcfc.Name = &quot;mcfc&quot;
mcfc.Value = 0
ev = Instance.new(&quot;BoolValue&quot;,s)
ev.Name = &quot;ev&quot;
ev.Value = false
evc = Instance.new(&quot;NumberValue&quot;,s)
evc.Name = &quot;evc&quot;
evc.Value = 0
evs = Instance.new(&quot;NumberValue&quot;,s)
evs.Name = &quot;evs&quot;
evs.Value = 15
re = Instance.new(&quot;BoolValue&quot;,s)
re.Name = &quot;re&quot;
re.Value = false
rec = Instance.new(&quot;NumberValue&quot;,s)
rec.Name = &quot;rec&quot;
rec.Value = 0
---------------------------------------------------------MAGICIANS
gu = Instance.new(&quot;NumberValue&quot;,s)
gu.Name = &quot;gu&quot;
gu.Value = 10
guc = Instance.new(&quot;NumberValue&quot;,s)
guc.Name = &quot;guc&quot;
guc.Value = 0
th = Instance.new(&quot;BoolValue&quot;,s)
th.Name = &quot;Thundiga&quot;
th.Value = false
thc = Instance.new(&quot;NumberValue&quot;,s)
thc.Name = &quot;thc&quot;
thc.Value = 0
ss = Instance.new(&quot;BoolValue&quot;,s)
ss.Name = &quot;SarStar&quot;
ss.Value = false
ssc = Instance.new(&quot;NumberValue&quot;,s)
ssc.Name = &quot;ssc&quot;
ssc.Value = 0
ncf = Instance.new(&quot;BoolValue&quot;,s)
ncf.Name = &quot;NinjaCryForm&quot;
ncf.Value = false
ncfc = Instance.new(&quot;NumberValue&quot;,s)
ncfc.Name = &quot;ncfc&quot;
ncfc.Value = 0
---------------------------------------------------------NINJAS
tic = Instance.new(&quot;NumberValue&quot;,s)
tic.Name = &quot;tic&quot;
tic.Value = 0
acf = Instance.new(&quot;BoolValue&quot;,s)
acf.Name = &quot;ArcherCryForm&quot;
acf.Value = false
acfc = Instance.new(&quot;NumberValue&quot;,s)
acfc.Name = &quot;acfc&quot;
acfc.Value = 0
pdf = Instance.new(&quot;BoolValue&quot;,s)
pdf.Name = &quot;PoisonDart&quot;
pdf.Value = false
pdfc = Instance.new(&quot;NumberValue&quot;,s)
pdfc.Name = &quot;pdfc&quot;
pdfc.Value = 0
eaf = Instance.new(&quot;BoolValue&quot;,s)
eaf.Name = &quot;ExplosiveArrow&quot;
eaf.Value = false
eafc = Instance.new(&quot;NumberValue&quot;,s)
eafc.Name = &quot;eafc&quot;
eafc.Value = 0
---------------------------------------------------------ARCHERS
ber = Instance.new(&quot;NumberValue&quot;,s)
ber.Name = &quot;ber&quot;
ber.Value = 10
berc = Instance.new(&quot;NumberValue&quot;,s)
berc.Name = &quot;berc&quot;
berc.Value = 0
da = Instance.new(&quot;BoolValue&quot;,s)
da.Name = &quot;DarkAlly&quot;
da.Value = false
dadmg = Instance.new(&quot;NumberValue&quot;,s)
dadmg.Name = &quot;dadmg&quot;
dadmg.Value = 20
dacc = Instance.new(&quot;NumberValue&quot;,s)
dacc.Name = &quot;dacc&quot;
dacc.Value = 0
vv = Instance.new(&quot;BoolValue&quot;,s)
vv.Name = &quot;Vadarian&quot;
vv.Value = false
vvc = Instance.new(&quot;NumberValue&quot;,s)
vvc.Name = &quot;vvc&quot;
vvc.Value = 0
nu = Instance.new(&quot;BoolValue&quot;,s)
nu.Name = &quot;Nuke&quot;
nu.Value = false
nuc = Instance.new(&quot;NumberValue&quot;,s)
nuc.Name = &quot;nuc&quot;
nuc.Value = 0
scf = Instance.new(&quot;BoolValue&quot;,s)
scf.Name = &quot;StellaCryForm&quot;
scf.Value = false
scfc = Instance.new(&quot;NumberValue&quot;,s)
scfc.Name = &quot;scfc&quot;
scfc.Value = 0
---------------------------------------------------------STELLAS
fsh = Instance.new(&quot;NumberValue&quot;,s)
fsh.Name = &quot;fsh&quot;
fsh.Value = 0
sho = Instance.new(&quot;BoolValue&quot;,s)
sho.Name = &quot;FatalShot&quot;
sho.Value = false
shoc = Instance.new(&quot;NumberValue&quot;,s)
shoc.Name = &quot;shoc&quot;
shoc.Value = 0
dou = Instance.new(&quot;BoolValue&quot;,s)
dou.Name = &quot;Doubler&quot;
dou.Value = false
douc = Instance.new(&quot;NumberValue&quot;,s)
douc.Name = &quot;douc&quot;
douc.Value = 0
rea = Instance.new(&quot;BoolValue&quot;,s)
rea.Name = &quot;Reaper&quot;
rea.Value = false
reac = Instance.new(&quot;NumberValue&quot;,s)
reac.Name = &quot;reac&quot;
reac.Value = 0
dw = Instance.new(&quot;BoolValue&quot;,s)
dw.Name = &quot;DarkWave&quot;
dw.Value = false
dwc = Instance.new(&quot;NumberValue&quot;,s)
dwc.Name = &quot;dwc&quot;
dwc.Value = 0
pcf = Instance.new(&quot;BoolValue&quot;,s)
pcf.Name = &quot;PaladinCryForm&quot;
pcf.Value = false
pcfc = Instance.new(&quot;NumberValue&quot;,s)
pcfc.Name = &quot;pcfc&quot;
pcfc.Value = 0
---------------------------------------------------------PALADINS
med = Instance.new(&quot;NumberValue&quot;,s)
med.Name = &quot;med&quot;
med.Value = 5
medc = Instance.new(&quot;NumberValue&quot;,s)
medc.Name = &quot;medc&quot;
medc.Value = 0
wal = Instance.new(&quot;BoolValue&quot;,s)
wal.Name = &quot;Waller&quot;
wal.Value = false
walc = Instance.new(&quot;NumberValue&quot;,s)
walc.Name = &quot;walc&quot;
walc.Value = 0
revo = Instance.new(&quot;BoolValue&quot;,s)
revo.Name = &quot;Revolver&quot;
revo.Value = false
revoc = Instance.new(&quot;NumberValue&quot;,s)
revoc.Name = &quot;revoc&quot;
revoc.Value = 0
dk = Instance.new(&quot;BoolValue&quot;,s)
dk.Name = &quot;DeKill&quot;
dk.Value = false
dkc = Instance.new(&quot;NumberValue&quot;,s)
dkc.Name = &quot;dkc&quot;
dkc.Value = 0
dcf = Instance.new(&quot;BoolValue&quot;,s)
dcf.Name = &quot;DefendorCryForm&quot;
dcf.Value = false
dcfc = Instance.new(&quot;NumberValue&quot;,s)
dcfc.Name = &quot;dcfc&quot;
dcfc.Value = 0
---------------------------------------------------------DEFENDORS
flamerc = Instance.new(&quot;NumberValue&quot;,s)
flamerc.Name = &quot;flamerc&quot;
flamerc.Value = 0
reak = Instance.new(&quot;BoolValue&quot;,s)
reak.Name = &quot;Reak&quot;
reak.Value = false
reakc = Instance.new(&quot;NumberValue&quot;,s)
reakc.Name = &quot;reakc&quot;
reakc.Value = 0
frost = Instance.new(&quot;BoolValue&quot;,s)
frost.Name = &quot;Frost&quot;
frost.Value = false
frostc = Instance.new(&quot;NumberValue&quot;,s)
frostc.Name = &quot;frostc&quot;
frostc.Value = 0
free = Instance.new(&quot;BoolValue&quot;,s)
free.Name = &quot;Freeze&quot;
free.Value = false
freec = Instance.new(&quot;NumberValue&quot;,s)
freec.Name = &quot;freezec&quot;
freec.Value = 0
rayne = Instance.new(&quot;BoolValue&quot;,s)
rayne.Name = &quot;RayNe&quot;
rayne.Value = false
raynec = Instance.new(&quot;NumberValue&quot;,s)
raynec.Name = &quot;raynec&quot;
raynec.Value = 0
ius = Instance.new(&quot;BoolValue&quot;,s)
ius.Name = &quot;Arctius&quot;
ius.Value = false
iusc = Instance.new(&quot;NumberValue&quot;,s)
iusc.Name = &quot;arctiusc&quot;
iusc.Value = 0
necf = Instance.new(&quot;BoolValue&quot;,s)
necf.Name = &quot;NecromancerCryForm&quot;
necf.Value = false
necfc = Instance.new(&quot;NumberValue&quot;,s)
necfc.Name = &quot;necfc&quot;
necfc.Value = 0
---------------------------------------------------------NECROMANCERS
rush = Instance.new(&quot;BoolValue&quot;,s)
rush.Name = &quot;Rush&quot;
rush.Value = false
rushc = Instance.new(&quot;NumberValue&quot;,s)
rushc.Name = &quot;rushc&quot;
rushc.Value = 0
theft = Instance.new(&quot;BoolValue&quot;,s)
theft.Name = &quot;Theft&quot;
theft.Value = false
ceriu = Instance.new(&quot;BoolValue&quot;,s)
ceriu.Name = &quot;Cerius&quot;
ceriu.Value = false
ceriuc = Instance.new(&quot;NumberValue&quot;,s)
ceriuc.Name = &quot;ceriusc&quot;
ceriuc.Value = 0
rager = Instance.new(&quot;BoolValue&quot;,s)
rager.Name = &quot;Rager&quot;
rager.Value = false
ragerc = Instance.new(&quot;NumberValue&quot;,s)
ragerc.Name = &quot;ragerc&quot;
ragerc.Value = 0
smcf = Instance.new(&quot;BoolValue&quot;,s)
smcf.Name = &quot;SmasherCryForm&quot;
smcf.Value = false
smcfc = Instance.new(&quot;NumberValue&quot;,s)
smcfc.Name = &quot;smcfc&quot;
smcfc.Value = 0
----------------------------------------------------------SMASHERRRRRRRS
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
---------------------------SKILLZZ--------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
----------------------------SKKKILLLLLLLLLLLLLLLLLLLLLZ-------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
--------------------------------------SKILLZZZZZ---------------------------------------------
-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------
p.CharacterAdded:connect(function(c)
if game.Workspace.PrivateMode.Value == true then
if c then
c:remove() end
p:remove()
end
end)
end)

function countPlayers()
&#9;local count = 0
&#9;local player = game.Players:GetChildren()
&#9;if(#player&gt;0)then
&#9;&#9;for p = 1, #player do
&#9;&#9;&#9;if(player[p].Character~=nil)then
&#9;&#9;&#9;&#9;count = count +1
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return count
end

function countPlayersInTeam(team)
&#9;local team_count = 0
&#9;local player = game.Players:GetChildren()
&#9;if(#player&gt;0)then
&#9;&#9;for p = 1, #player do
&#9;&#9;&#9;if(player[p].TeamColor==team.TeamColor)then
&#9;&#9;&#9;&#9;team_count = team_count +1
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return team_count
end

function Msg(text)
&#9;if(msg==nil)then
&#9;&#9;msg = Instance.new(&quot;Message&quot;)
&#9;&#9;msg.Text = text
&#9;&#9;msg.Parent = game.Workspace
&#9;else
&#9;&#9;msg.Text = text
&#9;end
end

function Hint(text)
&#9;if(hint==nil)then
&#9;&#9;hint = Instance.new(&quot;Hint&quot;)
&#9;&#9;hint.Text = text
&#9;&#9;hint.Parent = game.Workspace
&#9;else
&#9;&#9;hint.Text = text
&#9;end
end

function removeMsg()
&#9;if(msg~=nil)then msg:remove() msg = nil end
end

function removeHint()
&#9;if(hint~=nil)then hint:remove() hint = nil end
end

print(&quot;Count Players are ready!&quot;)

---Count players

function saythis(fp,gp,xp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = script.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Exp.Value = xp
sc.Disabled = false
end
end
end

function caution()
for i = 1,10 do
script.BossAppears.Value = true
wait()
script.BossAppears.Value = false
end
end

function play()
for _,p in pairs(game.Players:GetPlayers()) do
if p.InGameNow.Value == true then
if p.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
if p.Character then
if p.Character:findFirstChild(&quot;Humanoid&quot;) then
p.Character.Humanoid.Health = 0
end end
p.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
end end end end

function kill()
for _,p in pairs(game.Players:GetPlayers()) do
if p.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
if p.Character then
if p.Character:findFirstChild(&quot;Humanoid&quot;) then
p.Character.Humanoid.Health = 0
end end
p.TeamColor = BrickColor.new(&quot;Bright yellow&quot;)
end end end

function Check()
if script.ZombiesAlive.Value &lt; 1 then
if not game.Workspace:findFirstChild(&quot;Boss&quot;) then
return true
else return end end
end

function removeMessagesAndHints(location)
for _,l in pairs(location:GetChildren()) do
if l:IsA(&quot;Message&quot;) or l:IsA(&quot;Hint&quot;) then
l:remove() end end
end

maxMaps = 9

function changeMap()
if map.Value == 1 then 
m=game.Lighting.Cliff:clone() 
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: The Cliffs&quot;) wait(5)
Msg(&quot;DIFFICULTY: Easy&quot;) wait(3) removeMsg()
elseif map.Value == 2 then 
m=game.Lighting.SandStormDesert:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: Sand Storm Desert&quot;) wait(5)
Msg(&quot;DIFFICULTY: Hard&quot;) wait(3) removeMsg()
elseif map.Value == 3 then 
m=game.Lighting.WitchVillage:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
defend = true
t = game.Lighting.Statue1:clone()
t:MakeJoints()
t.Parent = game.Workspace
t:MakeJoints()
Msg(&quot;MAP SELECTED: Witch Village&quot;) wait(5)
Msg(&quot;DIFFICULTY: Extremly Hard&quot;) wait(3)
removeMsg()
elseif map.Value == 4 then 
m=game.Lighting.ZombieTown:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: Zombie Town&quot;) wait(5)
Msg(&quot;DIFFICULTY: Mediumly FUN!&quot;) wait(3) removeMsg()
elseif map.Value == 5 then 
m=game.Lighting.RuinedPillars:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
conre = true
Msg(&quot;MAP SELECTED: Ruined Pillars&quot;) wait(5)
Msg(&quot;DIFFICULTY: EXTREMELY HARD&quot;) wait(3)
Msg(&quot;WARNING: YOU WILL GET PWNED SEVERELY!&quot;) wait(3)
removeMsg()
elseif map.Value == 6 then 
m=game.Lighting.FourCorners:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: Four Corners by parky43536&quot;) wait(5)
Msg(&quot;DIFFICULTY: Medium&quot;) wait(3) removeMsg()
elseif map.Value == 7 then 
m=game.Lighting.DarkTridentLair:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
conre = true
Msg(&quot;MAP SELECTED: Dark Trident&apos;s Lair&quot;) wait(5)
Msg(&quot;DIFFICULTY: UBERLY HARD&quot;) wait(3)
Msg(&quot;YOU WILL GET PWNED SEVERELY!&quot;) wait(3) removeMsg()
elseif map.Value == 8 then 
m=game.Lighting.Ravine1:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: Ravine Caves by parky43536&quot;) wait(5)
Msg(&quot;DIFFICULTY: UBERLY HARD&quot;) wait(3) removeMsg()
elseif map.Value == 9 then 
m=game.Lighting.TheCliff2:clone()
m.Parent = game.Workspace 
m.Name = &quot;Map&quot;
Msg(&quot;MAP SELECTED: The Cliffs 2 by RareSnoopDog&quot;) wait(5)
Msg(&quot;DIFFICULTY: HARD&quot;) wait(3) removeMsg()
end
end

Instance.new(&quot;Message&quot;, workspace)
wait(1)
removeMessagesAndHints(workspace) wait(1)
Instance.new(&quot;Hint&quot;, workspace) wait(1)
removeMessagesAndHints(workspace) wait(1)
Instance.new(&quot;Message&quot;, workspace) wait(1)
Instance.new(&quot;Hint&quot;, workspace) wait(1)
removeMessagesAndHints(workspace) wait(1)

while wait() do

while countPlayers() &lt; players do
print(&quot;Waiting for a player...&quot;)
wait()
end

script.Reinforcements.Value = 5

Msg(&quot;Preparing the game...&quot;)
wait(5)
Msg(&quot;Are you ready?&quot;)
wait(3)
Msg(&quot;Waiting for all players to adjust their stats... moment please...&quot;)
wait(5)

play()

if map.Value == 1 then
Msg(&quot;STORY: The Cliffs&quot;)
wait(2)
Msg(&quot;Commander: Soldiers! We need to prepare our defenses!&quot;)
wait(3)
Msg(&quot;Soldier: Theres too many of them! We have to evacuate!&quot;)
wait(5)
Msg(&quot;Commander: Too late for that, their everywhere!&quot;)
wait(4)
Msg(&quot;Commander: The only way to survive, is to fight back!&quot;)
wait(4)
Msg(&quot;Soldier: But..!&quot;)
wait(2)
Msg(&quot;Commander: They are hostiles, corporal! Fight!&quot;)
wait(4)
Msg(&quot;Soldier: Our soldiers are dropping rapidly! How are we-?&quot;)
wait(5)
Msg(&quot;Commander: THIS IS AN ORDER&quot;)
wait(2)
Msg(&quot;Soldier: ..&quot;)
wait(2)
Msg(&quot;Soldier: Yes sir...&quot;)
wait(3)
elseif map.Value == 2 then
Msg(&quot;STORY: The Sand Storm Desert&quot;)
wait(3)
Msg(&quot;Traveller: Got all those equipment?&quot;)
wait(3)
Msg(&quot;Traveller 2: Yea, its all set.&quot;)
wait(2)
Msg(&quot;Traveller: Good, we could depart now...&quot;)
wait(3)
Msg(&quot;Traveller: Wait, whats that sound??!&quot;)
wait(3)
Msg(&quot;*DFOOF* *BOOM*&quot;)
wait(3)
Msg(&quot;Traveller 2: What??! What are those???&quot;)
wait(3)
Msg(&quot;Traveller: No! Dont GO THERE!!&quot;)
wait(3)
Msg(&quot;Traveller 2: AGGHHH!!&quot;)
wait(3)
Msg(&quot;Traveller: No! We have awakened the undead!!&quot;)
wait(4)
elseif map.Value == 3 then
Msg(&quot;STORY: The Witch Village&quot;)
wait(3)
Msg(&quot;NEW MODE!&quot;) wait(3)
Msg(&quot;DEFEND THE SACRED STATUE FROM BEING DESTROYED!&quot;) wait(5)
Msg(&quot;*Screams and terror filled the village*&quot;)
wait(3)
Msg(&quot;Soldier: Defend the statue! Its our only life source!&quot;)
wait(4)
Msg(&quot;Captain: Alright, squad! Get in formation!&quot;)
wait(3)
Msg(&quot;Witch: I will try to use my spells to prevent anymore&quot;)
wait(4)
Msg(&quot;Witch: enemies from entering the village! Back me up!&quot;)
wait(5)
Msg(&quot;Archer: Incoming hostiles! We will assist you as we could!&quot;)
wait(3)
elseif map.Value == 4 then
Msg(&quot;STORY: The Zombie Town&quot;)
wait(3)
Msg(&quot;BONUS! Power Spheres availability!&quot;) wait(4)
Msg(&quot;New monster types appeared! Left 4 Dead Zombies!&quot;) wait(3)
Msg(&quot;Monsters will sometimes drop shiny blue cores&quot;) wait(5)
Msg(&quot;and stronger monsters will have a bigger change of&quot;) wait(5)
Msg(&quot;dropping it then weaker zombies does!&quot;) wait(3)
Msg(&quot;These cores might give you:&quot;) wait(3)
Msg(&quot;Power ups, Less Fog, and even Gold and Faith Points,&quot;) wait(5)
Msg(&quot;All for free! Good luck!&quot;) wait(3)
Msg(&quot;Oops! I almost forgot! BLACK FOG!&quot;) game.Lighting.FogEnd = 20
wait(3)
Msg(&quot;Get the power cores to get some De-Fogger power ups!&quot;) wait(4)
elseif map.Value == 5 then
Msg(&quot;STORY: Ruined Pillars&quot;)
wait(3)
Msg(&quot;NEW MODE!&quot;) wait(3)
Msg(&quot;CONTROLLED RESURRECTION&quot;) wait(3)
Msg(&quot;DEFEAT ALL INCOMING BOSSES!&quot;) wait(3)
Msg(&quot;Commander: Soldiers! Oncoming enemies are going to..&quot;) wait(5)
Msg(&quot;Commander: destroy this historic place! We must protect&quot;) wait(5)
Msg(&quot;Commander: this area! So my plan was that,&quot;) wait(4)
Msg(&quot;Commander: We are going to ambush those enemy commanders&quot;) wait(5)
Msg(&quot;Commander: that are arriving, so get yourselves ready!&quot;) wait(5)
Msg(&quot;Commander: And Archer, please don&apos;t use your explosive arrows...&quot;) wait(5)
Msg(&quot;Archer:     D:    ...&quot;) wait(4)
Msg(&quot;Archer: ....&quot;) wait(2)
Msg(&quot;Archer:    &gt;:)&quot;) wait(3)
elseif map.Value == 6 then
Msg(&quot;STORY: Four Corner Mountains by parky43536&quot;) 
game.Lighting.FogEnd = 300
game.Lighting.FogColor = Color3.new(1,1,1)
wait(3)
Msg(&quot;SURVIVE THE WRATH OF THE FOUR CORNERS!&quot;)
wait(3)
elseif map.Value == 7 then
Msg(&quot;STORY: Dark Trident&apos;s Lair&quot;) 
wait(3)
Msg(&quot;Commander: Residents stated that things had been&quot;)
wait(3)
Msg(&quot;Commander: going weird lately... and something called&quot;)
wait(3)
Msg(&quot;Commander: a Lumourius has been doing all of this.&quot;)
wait(3)
Msg(&quot;Commander: Our mission is to find and eliminate such&quot;)
wait(3)
Msg(&quot;Commander: being!&quot;)
wait(3)
Msg(&quot;Commander: Careful guys, I heard its not human...&quot;)
wait(3)
elseif map.Value == 8 then
Msg(&quot;STORY: Ravine Caves by parky43536&quot;) 
wait(3)
Msg(&quot;Commander: We are trapped down here!&quot;)
wait(3)
Msg(&quot;Soldier: I&apos;ve got an intel of our escape route!&quot;)
wait(3)
Msg(&quot;Soldier: But seems like we need a kind of source&quot;)
wait(3)
Msg(&quot;Soldier: that could carry us out of here!&quot;)
wait(3)
Msg(&quot;*RRrrrRRRRR*&quot;)
wait(3)
Msg(&quot;Commander: Incoming hostiles! Take cover!&quot;)
wait(3)
elseif map.Value == 9 then
Msg(&quot;STORY: The Cliffs 2&quot;)
wait(2)
Msg(&quot;Commander: Soldiers! We need to prepare our defenses!&quot;)
wait(3)
Msg(&quot;Soldier: There raiding the castle!&quot;)
wait(5)
Msg(&quot;Commander: DEFEAT THE OUTCOMES!&quot;)
wait(4)
end

removeMsg()

game.Workspace.Ready.Value = true
wait(3)
game.Workspace.Ready.Value = false

script.begin:Play()

script.AllowTurrets.Value = true

wave.Value = 1

playing.Value = true

wait()

playSong()

while playing.Value == true do
if wave.Value &gt; 30 then playing.Value = false break end
if wave.Value &gt; 5 and conre == true then playing.Value = false break end
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
-----------SPAWNING----------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
if map.Value == 1 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss1:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Voltket has appeared! Defeat him!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss2:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Voltket has reappeared! Confirm his defeat!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;Msg(&quot;Our engineers built ladders! We can now go on mountains!&quot;)
&#9;&#9;game.Lighting.Ladders:clone().Parent = game.Workspace.Map
&#9;&#9;wait(5)
&#9;&#9;caution() wait(3)
&#9;&#9;Msg(&quot;ZAWZ APPEARED! DEFEAT THE FINAL BOSS!&quot;) wait(5)
&#9;&#9;game.Lighting.Boss3:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;Click the catapults to defeat him!&quot;) wait(5)
&#9;&#9;game.Lighting.Catapults:clone().Parent = game.Workspace.Map
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,3)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Goblin4:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Goblin1:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.Goblin2:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.Goblin3:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
-------------------------------------------------------------------------------
if map.Value == 2 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss4:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Sandara Captain has appeared! Defeat him!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss5:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Voltket MARK II appeared! Defeat him!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;Msg(&quot;*BOOM*&quot;) wait(3)
&#9;&#9;Msg(&quot;...&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss6:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Dark Desert Knight appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;BOSS: Come at me... Bro.&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Mummy5:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Mummy1:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.Mummy2:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.Mummy3:clone().Parent = game.Workspace
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;game.Lighting.Mummy4:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
-------------------------------------------------------------------------------
if map.Value == 3 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 7 then
&#9;&#9;Msg(&quot;BOSS: DeathSlayer appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: Eh, a bunch of fools. Pathetic...&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: Do you realize what you guys are..&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: protecting? Its the enemies!&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: But no more, you must be traitors!&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss7:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;DEFEAT DEATHSLAYER!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 10 then
&#9;&#9;Msg(&quot;BOSS: DeathSlayer appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: I will do anything to stop and&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: defeat you all! Regardless if it will&quot;) wait(3)
&#9;&#9;Msg(&quot;DeathSlayer: take me my life! You are all GOING DOWN!&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss8:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;FINISH DEATHSLAYER ONCE AND FOR ALL!!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;Msg(&quot;BOSS: NINJA appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: Master, please bare with me...&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: I must avenge you!&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss9:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;Defeat NINJA!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
&#9;&#9;Msg(&quot;BOSS: DEATHSLAYER AND NINJA APPEARED&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: Once more, my sword will bring, thus,&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: back to life!&quot;) wait(3)
&#9;&#9;removeMsg() wait(1.8)
&#9;&#9;Msg(&quot;DeathSlayer: AGH!&quot;) wait(3)
&#9;&#9;Msg(&quot;Ninja: Master, fight together! We are one!&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss9:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.Boss8:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;Defeat NINJA OR DEATHSLAYER!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 5 or wave.Value == 12 or wave.Value == 18 or wave.Value == 25 or wave.Value == 29 then
&#9;&#9;game.Lighting.Voltket1:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.Voltket2:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.Voltket3:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,5)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy4:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy1:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy8:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy2:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy9:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy3:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy10:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy5:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Enemy7:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Enemy6:clone().Parent = game.Workspace end
&#9;&#9;end
&#9;&#9;wait(2.5) until enemies == 0
&#9;&#9;end
&#9;end
end
---------------------------------------------------------
if map.Value == 4 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;da = math.random(1,3)
&#9;&#9;&#9;if da == 1 then
&#9;&#9;&#9;game.Lighting.Zombie1:clone().Parent = game.Workspace
&#9;&#9;&#9;elseif da == 2 then
&#9;&#9;&#9;game.Lighting.Zombie2:clone().Parent = game.Workspace 
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Zombie3:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;da = math.random(1,3)
&#9;&#9;&#9;if da == 1 then
&#9;&#9;&#9;game.Lighting.Smoker1:clone().Parent = game.Workspace
&#9;&#9;&#9;elseif da == 2 then
&#9;&#9;&#9;game.Lighting.Smoker2:clone().Parent = game.Workspace 
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Smoker3:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.Hunter1:clone().Parent = game.Workspace
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;da = math.random(1,3)
&#9;&#9;&#9;if da == 1 then
&#9;&#9;&#9;game.Lighting.Tank1:clone().Parent = game.Workspace
&#9;&#9;&#9;elseif da == 2 then
&#9;&#9;&#9;game.Lighting.Tank2:clone().Parent = game.Workspace 
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Tank3:clone().Parent = game.Workspace end
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
-------------------------------------------------------------------------------
if map.Value == 5 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 1 then
&#9;&#9;Msg(&quot;BOSS: DEFENDOR appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss10:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;if wave.Value == 2 then
&#9;&#9;Msg(&quot;BOSS: STELLA appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss11:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;if wave.Value == 3 then
&#9;&#9;Msg(&quot;BOSS: CARBORA appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss12:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;if wave.Value == 4 then
&#9;&#9;Msg(&quot;BOSS: PIEMANMUFFIN appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss13:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;if wave.Value == 5 then
&#9;&#9;Msg(&quot;BOSS: GLAMOUROUS appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;DEFEAT THE FINAL BOSS!&quot;) wait(2)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss14:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;game.Lighting.BLAH1:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH2:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH3:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH4:clone().Parent = game.Workspace
&#9;end
end
-------------------------------------------------------------------------------
if map.Value == 6 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss15:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: HollyTech has appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss16:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: DaPinkGuy appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;Msg(&quot;*SWIRL*&quot;) wait(3)
&#9;&#9;Msg(&quot;...&quot;) wait(3)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss17:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Aquatic Dragon appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Four5:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four5:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Four1:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four1:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Four6:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four6:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Four2:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four2:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Four7:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four7:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Four3:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four3:clone().Parent = game.Workspace end
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;if wave.Value &gt;= 15 then
&#9;&#9;&#9;game.Lighting.Four8:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four8:clone().Parent = game.Workspace
&#9;&#9;&#9;else
&#9;&#9;&#9;game.Lighting.Four4:clone().Parent = game.Workspace
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;game.Lighting.Four4:clone().Parent = game.Workspace end
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
---------------------------------------------------------
if map.Value == 7 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 1 then
&#9;&#9;Msg(&quot;BOSS: LUMOURIUS appeared!&quot;)
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss18:clone().Parent = game.Workspace
&#9;&#9;removeMsg()
&#9;&#9;end
&#9;&#9;game.Lighting.BLAH1:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH2:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH3:clone().Parent = game.Workspace
&#9;&#9;game.Lighting.BLAH4:clone().Parent = game.Workspace
&#9;end
end
---------------------------------------------------------
if map.Value == 8 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss19:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Water Troll has appeared! Defeat him!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss20:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Wavern Knight has appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss21:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Assassin appeared!&quot;) wait(5)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 20 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;game.Lighting.R1:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R1:clone().Parent = game.Workspace
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.R2:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R2:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.R3:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R3:clone().Parent = game.Workspace
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;game.Lighting.R4:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R4:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;elseif wave.Value &gt; 19 and wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,4)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;if m == 1 then
&#9;&#9;&#9;game.Lighting.R5:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R5:clone().Parent = game.Workspace
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.R6:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R6:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.R7:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R7:clone().Parent = game.Workspace
&#9;&#9;elseif m == 4 then
&#9;&#9;&#9;game.Lighting.R8:clone().Parent = game.Workspace wait(0.5)
&#9;&#9;&#9;game.Lighting.R8:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
---------------------------------------------------------
if map.Value == 9 then
&#9;if enemies &gt; 0 then
&#9;&#9;if wave.Value == 10 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss22:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Gladiator appeared!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 17 then
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss23:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Crusador appeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;Crusador: Feel my wrath!&quot;) wait(3)
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value == 30 then
script.Reinforcements.Value = 5
&#9;&#9;caution() wait(3)
&#9;&#9;game.Lighting.Boss24:clone().Parent = game.Workspace
&#9;&#9;Msg(&quot;BOSS: Crusador CRY FORM reappeared!&quot;) wait(3)
&#9;&#9;Msg(&quot;Crusador: I AM BACCCCCK!!!&quot;) wait(3)&#9;
&#9;&#9;removeMsg() end
&#9;&#9;if wave.Value &lt; 30 then
&#9;&#9;repeat enemies = enemies - 1
&#9;&#9;m = math.random(1,3)
&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..survivorsLeft) 
&#9;&#9;game.Lighting.CliffHelper:clone().Parent = game.Workspace
&#9;&#9;if m == 1 then
&#9;&#9;&#9;game.Lighting.Cliff1:clone().Parent = game.Workspace
&#9;&#9;elseif m == 2 then
&#9;&#9;&#9;game.Lighting.Cliff2:clone().Parent = game.Workspace
&#9;&#9;elseif m == 3 then
&#9;&#9;&#9;game.Lighting.Cliff3:clone().Parent = game.Workspace
&#9;&#9;end
&#9;&#9;wait(m) until enemies == 0
&#9;&#9;end
&#9;end
end
-------------SPAWNING--------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
---------------------------------------------------------
&#9;print(&quot;FINISHED ALL CREATORS!&quot;) --This whole little thing is the survival script
--if surviving &lt; 1 then playing.Value = false break end
&#9;repeat wait() 
&#9;&#9;local surviving = countPlayersInTeam(game.Teams[&quot;Surviving&quot;])
&#9;&#9;survivorsLeft = surviving
&#9;&#9;--print(&quot;BLARGH&quot;)
&#9;&#9;&#9;if surviving &lt; 1 and script.Reinforcements.Value &lt; 1 then playing.Value = false break end 
&#9;&#9;&#9;if defend == true then
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Statue&quot;) then
&#9;&#9;&#9;&#9;&#9;if game.Workspace.Statue.Statue.Target.Health &lt; 1 then playing.Value = false break end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;--print(&quot;WEEEEE&quot;) --Debugging
&#9;&#9;&#9;Hint(&quot;Enemies alive: &quot;..script.ZombiesAlive.Value..&quot; [][][] Wave: &quot;..wave.Value..&quot; [][][] Survivors: &quot;..surviving) 
&#9;&#9;until Check()
&#9;&#9;&#9;if survivorsLeft &lt; 1 and script.Reinforcements.Value &lt; 1 then playing.Value = false break end
&#9;&#9;&#9;if defend == true then
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Statue&quot;) then
&#9;&#9;&#9;&#9;&#9;if game.Workspace.Statue.Statue.Target.Health &lt; 1 then playing.Value = false break end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;maxenemies = maxenemies + 1
&#9;&#9;&#9;enemies = maxenemies
&#9;&#9;&#9;wave.Value = wave.Value + 1
&#9;&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;&#9;if things:findFirstChild(&quot;Statistics&quot;) then
&#9;&#9;&#9;&#9;if things:findFirstChild(&quot;Awards&quot;) then
&#9;&#9;&#9;&#9;if things.Awards:findFirstChild(&quot;First Time&quot;) then
&#9;&#9;&#9;&#9;&#9;things.Awards[&quot;First Time&quot;].Value = things.Awards[&quot;First Time&quot;].Value + 1
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if things.Awards:findFirstChild(&quot;5 In A Row&quot;) then
&#9;&#9;&#9;&#9;&#9;things.Awards[&quot;5 In A Row&quot;].Value = things.Awards[&quot;5 In A Row&quot;].Value + 1
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if game.Workspace.TripleEvent.Value == false then
&#9;&#9;&#9;&#9;things.Statistics.FaithPoints.Value = things.Statistics.FaithPoints.Value + 1
&#9;&#9;&#9;&#9;things.Statistics.Exp.Value = things.Statistics.Exp.Value + wave.Value
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;things.Statistics.FaithPoints.Value = things.Statistics.FaithPoints.Value + 3 
&#9;&#9;&#9;&#9;things.Statistics.Exp.Value = things.Statistics.Exp.Value + wave.Value * 3
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;if things.PlayerGui.GameGui.GroupShow.Visible == false then
&#9;&#9;&#9;&#9;if game.Workspace.TripleEvent.Value == false then
&#9;&#9;&#9;&#9;things.Statistics.Gold.Value = things.Statistics.Gold.Value + 3
&#9;&#9;&#9;&#9;saythis(1,3,wave.Value)
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;things.Statistics.Gold.Value = things.Statistics.Gold.Value + 9
&#9;&#9;&#9;&#9;saythis(3,6,wave.Value*3)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if game.Workspace.TripleEvent.Value == false then
&#9;&#9;&#9;&#9;things.Statistics.Gold.Value = things.Statistics.Gold.Value + 6
&#9;&#9;&#9;&#9;saythis(1,6,wave.Value)
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;things.Statistics.Gold.Value = things.Statistics.Gold.Value + 18
&#9;&#9;&#9;&#9;saythis(3,18,wave.Value*3)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end end end
--&#9;&#9;&#9;play() --Very short

&#9;&#9;&#9;if script.Map.Value == 8 and wave.Value == 16 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,10,280)
&#9;&#9;&#9;&#9;Msg(&quot;A flood is happening!&quot;) wait(3) removeMsg()
&#9;&#9;&#9;elseif script.Map.Value == 8 and wave.Value == 17 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,12,280)
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Transparency = 0.7
&#9;&#9;&#9;elseif script.Map.Value == 8 and wave.Value == 18 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,14,280)
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Transparency = 0.5
&#9;&#9;&#9;&#9;Msg(&quot;The flood is rising!&quot;) wait(3) removeMsg()
&#9;&#9;&#9;elseif script.Map.Value == 8 and wave.Value == 19 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,16,280)
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Transparency = 0.4
&#9;&#9;&#9;elseif script.Map.Value == 8 and wave.Value == 20 then
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Mesh.Scale = Vector3.new(280,24,280)
&#9;&#9;&#9;&#9;game.Workspace.Map.Flood.Transparency = 0.2
&#9;&#9;&#9;&#9;Msg(&quot;EVACUATION~FLOOD!!!&quot;) wait(3) removeMsg()
&#9;&#9;&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;&#9;&#9;game.Lighting.FloodGui:clone().Parent = things.PlayerGui end
&#9;&#9;&#9;&#9;wait(1.5)
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Map&quot;) then game.Workspace.Map:remove() end
&#9;&#9;&#9;&#9;m=game.Lighting.Ravine2:clone()
&#9;&#9;&#9;&#9;m.Parent = game.Workspace 
&#9;&#9;&#9;&#9;m.Name = &quot;Map&quot;
&#9;&#9;&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;&#9;&#9;if things.Character then
&#9;&#9;&#9;&#9;things.Character:MoveTo(game.Workspace.SpawnLocation1.Position) end end
&#9;&#9;&#9;end

&#9;&#9;&#9;if script.Reinforcements.Value &lt; 5 then
&#9;&#9;&#9;&#9;script.Reinforcements.Value = script.Reinforcements.Value + 1 end
&#9;&#9;&#9;&#9;stopSong() playSong()
&#9;&#9;&#9;end
playing.Value = false
kill()
removeHint()

script.AllowTurrets.Value = false

removeMessagesAndHints(game.Workspace)

if game.Workspace:findFirstChild(&quot;Map&quot;) then game.Workspace.Map:remove() end

if wave.Value &lt; 31 and defend == false and conre == false then
Msg(&quot;You have made it to Wave: &quot;..wave.Value)
wait(3)
elseif wave.Value &lt; 31 and defend == true and conre == false then
Msg(&quot;You have failed to defend the Sacred Statue!&quot;) wait(4) --FAILZOR
Msg(&quot;You have made it to Wave: &quot;..wave.Value)
wait(3)
elseif wave.Value &lt; 6 and defend == false and conre == true then
Msg(&quot;You have failed to defeat the enemies!&quot;) wait(4) --FAILZOR
Msg(&quot;You have made it to Wave: &quot;..wave.Value)
wait(3)
else
script.victory:Play()
------------------------------
if map.Value == 1 then
Msg(&quot;Soldier: We... we did it?!&quot;)
wait(3)
Msg(&quot;Commander: Good work, corporal! Ranking you up!&quot;)
wait(4)
Msg(&quot;Soldier: But... only one problem.. how are we...&quot;)
wait(4)
Msg(&quot;Soldier: How are we suppose to go back...&quot;)
wait(3)
Msg(&quot;Commander: Good question... our carriage is destroyed..&quot;)
wait(5)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: The Cliffs&quot;)
wait(2)
elseif map.Value == 2 then
Msg(&quot;Traveller: Gahh!&quot;)
wait(3)
Msg(&quot;Traveller 2: Help me up..&quot;)
wait(4)
Msg(&quot;Traveller: Eh, alright man, we have to leave, NOW!&quot;)
wait(4)
Msg(&quot;Traveller 2: Im dead agreed with you, man!&quot;)
wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: The Sand Storm Desert&quot;)
wait(2)
elseif map.Value == 3 then
Msg(&quot;Witch: We had successfully defended the Sacred Statue!&quot;)
wait(5)
Msg(&quot;Captain: Stay on guard, they might be still coming!&quot;)
wait(4)
Msg(&quot;Soldier: Alright, men! Keep up the good work!&quot;)
wait(4)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Witch Village&quot;)
wait(2)
elseif map.Value == 4 then
Msg(&quot;Nice! You completed one of Swordphin123&apos;s favourite&quot;)
wait(4)
Msg(&quot;types of enemies of all time, and you guys finished it!&quot;)
wait(3)
Msg(&quot;THIS MAP IS A CREATOR&apos;S FAVOURITE! So, you guys were awarded&quot;)
wait(5)
Msg(&quot;50 gold! Thanks for playing!&quot;)
for _,things in pairs(game.Players:GetPlayers()) do
if things:findFirstChild(&quot;Statistics&quot;) then
if things.PlayerGui.GameGui.GroupShow.Visible == false then
if game.Workspace.TripleEvent.Value == false then
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 50
saythis(0,50)
else
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 150
saythis(0,150)
end
else
if game.Workspace.TripleEvent.Value == false then
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 100
saythis(0,100)
else
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 300
saythis(0,300)
end
end
end end
wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Witch Village&quot;)
wait(2)
elseif map.Value == 5 then
Msg(&quot;Commander: We had successfully defeated them!&quot;)
wait(5)
Msg(&quot;Commander: Now, lets go get some hot chocolate!&quot;)
wait(4)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Ruined Pillars&quot;)
wait(2)
elseif map.Value == 6 then
Msg(&quot;SUCCESS!&quot;)
wait(5)
Msg(&quot;Commander: How did we even get here, anyway??&quot;)
wait(4)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Four Corners by parky43635&quot;)
wait(2)
elseif map.Value == 7 then
Msg(&quot;Commander: Nicely done!&quot;)
wait(5)
Msg(&quot;Commander: It seems like that battle,&quot;)
wait(4)
Msg(&quot;Commander: Wasnt our last...&quot;) wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Dark Trident&apos;s Lair&quot;)
wait(2)
elseif map.Value == 8 then
Msg(&quot;Commander: Yes!!&quot;)
wait(5)
Msg(&quot;Soldier: We are finally out!&quot;)
wait(4)
Msg(&quot;Commander: Good job guys! This victory is ours!&quot;) wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: Ravine Caves by parky43536&quot;)
wait(2)
elseif map.Value == 9 then
Msg(&quot;Commander: Finally! Were done!&quot;)
wait(5)
Msg(&quot;Soldier: What a beautiful sight!&quot;)
wait(4)
Msg(&quot;Commander: Well, lets head back!&quot;) wait(3)
removeMsg()
removeMessagesAndHints(game.Workspace)
wait(2)
Msg(&quot;STORY FINISHED: The Cliffs 2 by RareSnoopDog&quot;)
wait(2)
end
-----------------------------
Msg(&quot;Congratulations! You finished the last wave of this map!&quot;)
wait(5)
Msg(&quot;Everybody gets 35 Faith Points AND 20 Gold!&quot;)
for _,things in pairs(game.Players:GetPlayers()) do
if things:findFirstChild(&quot;Statistics&quot;) then
if game.Workspace.TripleEvent.Value == false then
things.Statistics.FaithPoints.Value = things.Statistics.FaithPoints.Value + 35
else
things.Statistics.FaithPoints.Value = things.Statistics.FaithPoints.Value + 105
end
if things.PlayerGui.GameGui.GroupShow.Visible == false then
if game.Workspace.TripleEvent.Value == false then
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 20
saythis(35,20)
else
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 60
saythis(105,60)
end
else
if game.Workspace.TripleEvent.Value == false then
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 40
saythis(35,40)
else
things.Statistics.Gold.Value = things.Statistics.Gold.Value + 120
saythis(105,120)
end
end
end end
wait(3)
end

removeMsg()

wait(1)

for _,deh in pairs(game.Workspace.Turrets:GetChildren()) do
if deh:IsA(&quot;Model&quot;) then
deh:remove()
end end

game.Lighting.FogColor = Color3.new(0,0,0)
game.Lighting.FogEnd = 50000
maxenemies = 2
script.Reinforcements.Value = 5
script.ZombiesAlive.Value = 0
enemies = maxenemies
wave.Value = 1
game.Workspace.Ready.Value = false

defend=false
conre = false

Msg(&quot;Its time to vote for the next map!&quot;) wait(4)
Msg(&quot;Now!&quot;)

for _,things in pairs(game.Players:GetPlayers()) do
&#9;if things.PlayerGui then
&#9;&#9;if map.Value + 2 &gt; maxMaps then
&#9;&#9;&#9;things.PlayerGui.VotingGui.Frame.Map.Text = map.Value + 2 - maxMaps
&#9;&#9;else
&#9;&#9;&#9;things.PlayerGui.VotingGui.Frame.Map.Text = map.Value + 2
&#9;&#9;end
&#9;end
end

script.Voting.Value = true wait(2)
removeMsg()

time = 15

repeat wait(1)
Hint(&quot;Vote ending in: &quot; ..time.. &quot; ||| Yes: &quot; ..script.Voting.Yes.Value.. &quot; ||| No: &quot; ..script.Voting.No.Value)
time = time - 1 until time &lt; 1

script.Voting.Value = false

if script.Voting.Yes.Value &gt; script.Voting.No.Value then

map.Value = map.Value + 2
if map.Value &gt; maxMaps then
map.Value = map.Value - maxMaps
end

else

if map.Value &lt; maxMaps then
map.Value = map.Value + 1
else
map.Value = 1
end

end

removeHint()

script.Voting.Yes.Value = 0
script.Voting.No.Value = 0

changeMap()
Msg(&quot;Resetting game...&quot;)
wait(5)
removeMsg()
removeMessagesAndHints(game.Workspace)
end
</ProtectedString>
					</Properties>
					<Item class="NumberValue" referent="RBX9436">
						<Properties>
							<string name="Name">ZombiesAlive</string>
							<double name="Value">-2</double>
						</Properties>
					</Item>
					<Item class="BoolValue" referent="RBX9437">
						<Properties>
							<string name="Name">Playing</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX9438">
						<Properties>
							<string name="Name">Reinforcements</string>
							<double name="Value">5</double>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX9439">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Music2</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://www.roblox.com/asset/?id=2303479</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX9440">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Music</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://www.roblox.com/asset/?id=45819151</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX9441">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Music3</string>
							<float name="Pitch">4</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://www.roblox.com/asset/?id=27697743</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX9442">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Music4</string>
							<float name="Pitch">2</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://www.roblox.com/asset/?id=11420933</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX9443">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">begin</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://roblox.com/asset/?id=10209104</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX9444">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">victory</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><url>http://roblox.com/asset/?id=10209137</url></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX9445">
						<Properties>
							<string name="Name">Wave</string>
							<double name="Value">1</double>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX9446">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Givah</string>
							<ProtectedString name="Source">player = script.Parent.Parent.Parent

repeat wait() until player.Character

---This script is the epick GUI with + 4646 Faith poitns,, etc

function saythis(fp,gp,com,xp)
gui = script.Parent.Parent.BossGui
&#9;if com ~= &quot;None&quot; then
&#9;&#9;gui.COM.Text = &quot;ACHIEVEMENT COMPLETE: &quot; ..com.. &quot;!&quot;
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.COM.TextStrokeTransparency = gui.COM.TextStrokeTransparency - 0.1
&#9;&#9;gui.COM.TextTransparency = gui.COM.TextTransparency - 0.1
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.COM.TextStrokeTransparency = gui.COM.TextStrokeTransparency + 0.1
&#9;&#9;gui.COM.TextTransparency = gui.COM.TextTransparency + 0.1
&#9;&#9;end
&#9;end
&#9;if xp &gt; 0 then
&#9;&#9;gui.EXP.Text = &quot;+ &quot; ..xp.. &quot; Exp!&quot;
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.EXP.TextStrokeTransparency = gui.EXP.TextStrokeTransparency - 0.1
&#9;&#9;gui.EXP.TextTransparency = gui.EXP.TextTransparency - 0.1
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.EXP.TextStrokeTransparency = gui.EXP.TextStrokeTransparency + 0.1
&#9;&#9;gui.EXP.TextTransparency = gui.EXP.TextTransparency + 0.1
&#9;&#9;end
&#9;end
&#9;if fp &gt; 0 then
&#9;&#9;gui.FP.Text = &quot;+ &quot; ..fp.. &quot; Faith Points!&quot;
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.FP.TextStrokeTransparency = gui.FP.TextStrokeTransparency - 0.1
&#9;&#9;gui.FP.TextTransparency = gui.FP.TextTransparency - 0.1
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.FP.TextStrokeTransparency = gui.FP.TextStrokeTransparency + 0.1
&#9;&#9;gui.FP.TextTransparency = gui.FP.TextTransparency + 0.1
&#9;&#9;end
&#9;end
&#9;if gp &gt; 0 then
&#9;&#9;gui.GP.Text = &quot;+ &quot; ..gp.. &quot; Gold!&quot;
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.GP.TextStrokeTransparency = gui.GP.TextStrokeTransparency - 0.1
&#9;&#9;gui.GP.TextTransparency = gui.GP.TextTransparency - 0.1
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;gui.GP.TextStrokeTransparency = gui.GP.TextStrokeTransparency + 0.1
&#9;&#9;gui.GP.TextTransparency = gui.GP.TextTransparency + 0.1
&#9;&#9;end
&#9;end
&#9;script:remove()
end

wait(1)

saythis(script.Faith.Value,script.Gold.Value,script.Completed.Value,script.Exp.Value)
---ONLY 39?? H44X</ProtectedString>
						</Properties>
						<Item class="NumberValue" referent="RBX9447">
							<Properties>
								<string name="Name">Gold</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="StringValue" referent="RBX9448">
							<Properties>
								<string name="Name">Completed</string>
								<string name="Value">None</string>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9449">
							<Properties>
								<string name="Name">Faith</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9450">
							<Properties>
								<string name="Name">Exp</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
					<Item class="BoolValue" referent="RBX9451">
						<Properties>
							<string name="Name">BossAppears</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX9452">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">CamIntro</string>
							<ProtectedString name="Source">&#9;game.Workspace.CurrentCamera.CameraSubject = game.Workspace.Intro.Sword
&#9;game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(game.Workspace.Intro.Sword.Position + Vector3.new(4,4,4))

while wait() do
&#9;for i = 1,50 do wait()
&#9;game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(0.1,0,0.1)
&#9;game.Workspace.CurrentCamera.Focus = CFrame.new(game.Workspace.Intro.Sword.Position)
&#9;end
&#9;for i = 1,50 do wait()
&#9;game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(0.1,0,-0.1)
&#9;game.Workspace.CurrentCamera.Focus = CFrame.new(game.Workspace.Intro.Sword.Position)
&#9;end
end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX9453">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">CamShop</string>
							<ProtectedString name="Source">gui = game.Players.LocalPlayer.PlayerGui.GameGui

for i = 1,10 do wait()
gui.Parent.ShopGui.Movie3.BackgroundTransparency = gui.Parent.ShopGui.Movie3.BackgroundTransparency - 0.1
end

&#9;game.Workspace.CurrentCamera.CameraSubject = game.Workspace:findFirstChild(script.ShopType.Value).Viewer
&#9;game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(game.Workspace:findFirstChild(script.ShopType.Value).Viewer.Position + Vector3.new(4,4,4))

wait(1)

for i = 1,10 do wait()
gui.Parent.ShopGui.Movie3.BackgroundTransparency = gui.Parent.ShopGui.Movie3.BackgroundTransparency + 0.1
end

for i = 1,10 do wait()
gui.Movie1.BackgroundTransparency = gui.Movie1.BackgroundTransparency - 0.1
gui.Movie2.BackgroundTransparency = gui.Movie2.BackgroundTransparency - 0.1
end

script.BackToPlayer.Changed:connect(function()
if script.BackToPlayer.Value == true then
for i = 1,10 do wait()
gui.Movie1.BackgroundTransparency = gui.Movie1.BackgroundTransparency + 0.1
gui.Movie2.BackgroundTransparency = gui.Movie2.BackgroundTransparency + 0.1
end
for i = 1,10 do wait()
gui.Parent.ShopGui.Movie3.BackgroundTransparency = gui.Parent.ShopGui.Movie3.BackgroundTransparency - 0.1
end
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Humanoid
for i = 1,10 do wait()
gui.Parent.ShopGui.Movie3.BackgroundTransparency = gui.Parent.ShopGui.Movie3.BackgroundTransparency + 0.1
end
script:remove()
end
end)

while wait() do
&#9;for i = 1,50 do wait()
&#9;game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(0.1,0,0.1)
&#9;game.Workspace.CurrentCamera.Focus = CFrame.new(game.Workspace:findFirstChild(script.ShopType.Value).Viewer.Position)
&#9;end
&#9;for i = 1,50 do wait()
&#9;game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(0.1,0,-0.1)
&#9;game.Workspace.CurrentCamera.Focus = CFrame.new(game.Workspace:findFirstChild(script.ShopType.Value).Viewer.Position)
&#9;end
end
</ProtectedString>
						</Properties>
						<Item class="BoolValue" referent="RBX9454">
							<Properties>
								<string name="Name">BackToPlayer</string>
								<bool name="Value">false</bool>
							</Properties>
						</Item>
						<Item class="StringValue" referent="RBX9455">
							<Properties>
								<string name="Name">ShopType</string>
								<string name="Value"></string>
							</Properties>
						</Item>
					</Item>
					<Item class="NumberValue" referent="RBX9456">
						<Properties>
							<string name="Name">Map</string>
							<double name="Value">1</double>
						</Properties>
					</Item>
					<Item class="BoolValue" referent="RBX9457">
						<Properties>
							<string name="Name">Voting</string>
							<bool name="Value">true</bool>
						</Properties>
						<Item class="NumberValue" referent="RBX9458">
							<Properties>
								<string name="Name">Yes</string>
								<double name="Value">1</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9459">
							<Properties>
								<string name="Name">No</string>
								<double name="Value">3</double>
							</Properties>
						</Item>
					</Item>
					<Item class="BoolValue" referent="RBX9460">
						<Properties>
							<string name="Name">AllowTurrets</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX9461">
					<Properties>
						<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">Lobby</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX9462">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
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								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9506">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9507">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9508">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9509">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX9510">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX9511">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9512">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9513">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9514">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9515">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX9516">
					<Properties>
						<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">Goblin2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX9517">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX9518">
							<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>247.5</X>
									<Y>65.2000046</Y>
									<Z>145</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
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								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9532">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9533">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9534">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9535">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S4.Position, game.Workspace.Map.S4)
until
(script.Parent.Torso.Position - game.Workspace.Map.S4.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S5.Position, game.Workspace.Map.S5)
until
(script.Parent.Torso.Position - game.Workspace.Map.S5.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX9536">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX9537">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">150</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9538">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9539">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9540">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9541">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX9542">
					<Properties>
						<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">Goblin3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX9543">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX9544">
							<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>197.5</X>
									<Y>65.2000046</Y>
									<Z>-83</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
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								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9558">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9559">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9560">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9561">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S3.Position, game.Workspace.Map.S3)
until
(script.Parent.Torso.Position - game.Workspace.Map.S3.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S5.Position, game.Workspace.Map.S5)
until
(script.Parent.Torso.Position - game.Workspace.Map.S5.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX9562">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX9563">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">150</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9564">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9565">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9566">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9567">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX9568">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Sword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX9569">
						<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>28.4997463</X>
								<Y>0.800000787</Y>
								<Z>-18.9999886</Z>
								<R00>-3.26636837e-005</R00>
								<R01>4.31581502e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>1</R11>
								<R12>4.31581502e-005</R12>
								<R20>0.99999994</R20>
								<R21>4.80190998e-010</R21>
								<R22>-3.26636873e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX9570">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>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>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX9571">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX9572">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX9573">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 0
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX9574">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<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">Staff</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=10758325</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX9575">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>28.5</X>
								<Y>2.79999995</Y>
								<Z>-19.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX9576">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">EquipSound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>http://www.roblox.com/asset/?id=10756118</url></Content>
								<float name="Volume">0.5</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX9577">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=10757531</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=1265698</url></Content>
								<Vector3 name="VertexColor">
									<X>0</X>
									<Y>9</Y>
									<Z>9</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX9578">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Spark</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value



function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(4)
ball.SparkSound.Looped = false
ball.SparkSound:Stop()
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX9579">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX9580">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX9581">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">WizardStaff</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function fire(v)

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;local spark = Instance.new(&quot;Fire&quot;)

&#9;local SparkSound = Instance.new(&quot;Sound&quot;)
&#9;SparkSound.Name = &quot;SparkSound&quot;
&#9;SparkSound.SoundId = &quot;http://www.roblox.com/asset/?id=10756104&quot;
&#9;SparkSound.Parent = missile
&#9;SparkSound.Volume = .1
&#9;SparkSound.Looped = true
        
&#9;spark.Parent = missile

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 10)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(1,1,1)
&#9;missile.Velocity = v * 75
&#9;missile.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;missile.Shape = 0
&#9;missile.Reflectance = 0.5
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Spark&quot;
&#9;missile.Reflectance = 0


&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,98,0)
&#9;force.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile
&#9;
&#9;local new_script = script.Parent.Spark:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;SparkSound:Play()

end



function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 1.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
&#9;staffUp()
&#9;wait(reload)

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,15)
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX9582">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.70000005</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">Katana</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX9583">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>27.5000114</X>
								<Y>0.589833796</Y>
								<Z>-19.6000175</Z>
								<R00>-9.15499404e-005</R00>
								<R01>2.79379719e-009</R01>
								<R02>-1</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>9.15499404e-005</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>2.79388246e-009</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX9584">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11442510</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=53749224</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX9585">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX9586">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX9587">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX9588">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="BillboardGui" referent="RBX9589">
					<Properties>
						<bool name="Active">false</bool>
						<Ref name="Adornee">null</Ref>
						<bool name="AlwaysOnTop">false</bool>
						<bool name="Enabled">true</bool>
						<Vector3 name="ExtentsOffset">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<string name="Name">OverKillGui</string>
						<Ref name="PlayerToHideFrom">null</Ref>
						<UDim2 name="Size">
							<XS>10</XS>
							<XO>0</XO>
							<YS>10</YS>
							<YO>0</YO>
						</UDim2>
						<Vector2 name="SizeOffset">
							<X>0</X>
							<Y>0</Y>
						</Vector2>
						<Vector3 name="StudsOffset">
							<X>0</X>
							<Y>10</Y>
							<Z>0</Z>
						</Vector3>
					</Properties>
					<Item class="TextLabel" referent="RBX9590">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">0</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">TextLabel</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>150</XO>
								<YS>0</YS>
								<YO>25</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4279970357</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX9591">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">script.Parent.Adornee = script.Parent.Parent

script.Parent = nil
---No its teh spinning thing for ninja skill
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX9592">
					<Properties>
						<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">Boss1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX9593">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX9594">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>35</X>
									<Y>28.6000004</Y>
									<Z>-86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX9595">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX9596">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9597">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>35</X>
									<Y>26.6000004</Y>
									<Z>-86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX9598">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX9599">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9600">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9601">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9602">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX9603">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9604">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9605">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9606">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9607">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

while true do
scanForHumans()
&#9;wait()
m = math.random(1,3)
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(1)
&#9;&#9;else
&#9;&#9;if m == 1 then fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(m)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX9608">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX9609">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5025</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9610">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9611">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9612">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9613">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX9614">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>31</X>
									<Y>33.1000023</Y>
									<Z>-87.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX9615">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX9616">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9617">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>35</X>
									<Y>27.1000004</Y>
									<Z>-87.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX9618">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX9619">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9620">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>35</X>
									<Y>39.1000023</Y>
									<Z>-87.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX9621">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX9622">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9623">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>39</X>
									<Y>33.1000023</Y>
									<Z>-87.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX9624">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX9625">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX9626">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX9627">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX9628">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX9629">
					<Properties>
						<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">Boss2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX9630">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX9631">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>106.5</X>
									<Y>28.6000004</Y>
									<Z>20</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX9632">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX9633">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX9634">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9635">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>106.5</X>
									<Y>26.6000004</Y>
									<Z>20</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX9636">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX9637">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9638">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9639">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9640">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX9641">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9642">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9643">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9644">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9645">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

while true do
scanForHumans()
&#9;wait()
--m = math.random(1,3)
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX9646">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX9647">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">24005</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9648">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9649">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">25</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9650">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if p.Awards:findFirstChild(&quot;VoltKet Hunter&quot;) then
&#9;p.Awards[&quot;VoltKet Hunter&quot;].Value = true
end
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 25
saythis(25,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 75
saythis(75,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9651">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX9652">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>107.5</X>
									<Y>33.1000023</Y>
									<Z>16</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX9653">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX9654">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9655">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>107.5</X>
									<Y>27.1000004</Y>
									<Z>20</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX9656">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX9657">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9658">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9659">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>107.5</X>
									<Y>39.1000023</Y>
									<Z>20</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX9660">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX9661">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9662">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>107.5</X>
									<Y>33.1000023</Y>
									<Z>24</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX9663">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX9664">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX9665">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
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							</Properties>
						</Item>
						<Item class="Sound" referent="RBX9666">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX9667">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX9668">
					<Properties>
						<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">DarkWarriorSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX9669">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
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								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX9670">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BackSurfaceInput">0</token>
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								<float name="BottomParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
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								<token name="FrontSurface">0</token>
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								<token name="LeftSurface">0</token>
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							</Properties>
						</Item>
						<Item class="Part" referent="RBX9671">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
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								<token name="BackSurface">0</token>
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								<float name="BottomParamA">-0.5</float>
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								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
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									<Y>28.8999996</Y>
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									<R02>0</R02>
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									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
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								<token name="FrontSurface">0</token>
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								<token name="RightSurface">0</token>
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								<float name="TopParamA">-0.5</float>
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								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
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								<token name="formFactorRaw">2</token>
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							</Properties>
							<Item class="SpecialMesh" referent="RBX9672">
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									<token name="LODX">2</token>
									<token name="LODY">2</token>
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									<token name="MeshType">5</token>
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									</Vector3>
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										<Y>1</Y>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX9689">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Branch3</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX9690">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX9691">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-244</X>
								<Y>5.80000019</Y>
								<Z>82.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX9692">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=26768319</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=39668743</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX9693">
					<Properties>
						<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">NinjaSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX9694">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX9695">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>1</X>
									<Y>3.4000001</Y>
									<Z>-23.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX9696">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>1</X>
									<Y>5</Y>
									<Z>-23.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX9697">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1286427</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.10000002</X>
										<Y>1.10000002</Y>
										<Z>1.10000002</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=12547044</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9698">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>1</X>
									<Y>3.44761848</Y>
									<Z>-22.679369</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX9699">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=19367813</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=19367808</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9700">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>2.5</X>
									<Y>4.5999999</Y>
									<Z>-23.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX9701">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
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								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX9737">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX9738">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9739">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9740">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX9741">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX9742">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-238.5</X>
									<Y>51.5</Y>
									<Z>-7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX9743">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-238.5</X>
									<Y>51.5</Y>
									<Z>-6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX9744">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX9745">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-238.5</X>
									<Y>53.5</Y>
									<Z>-5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX9746">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-238.5</X>
									<Y>53.5</Y>
									<Z>-8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9747">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9748">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9749">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9750">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX9751">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX9752">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">750</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9753">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9754">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">25</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX9755">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX9756">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX9757">
					<Properties>
						<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">Spirits</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX9758">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9759">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9760">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>146</X>
										<Y>143.800003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9761">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9762">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9763">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>146</X>
										<Y>142.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9764">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9765">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9766">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9767">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9768">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9769">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9770">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>145.5</X>
										<Y>140.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9771">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>146.5</X>
										<Y>140.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9772">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9773">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>147.5</X>
										<Y>142.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9774">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>144.5</X>
										<Y>142.300003</Y>
										<Z>-57.5</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9775">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9776">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9777">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9778">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9779">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9780">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9781">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9782">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9783">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9784">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX9785">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9786">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9787">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>143.800003</Y>
										<Z>68</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9788">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9789">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9790">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>142.300003</Y>
										<Z>68</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9791">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9792">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9793">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9794">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9795">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9796">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9797">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>140.300003</Y>
										<Z>68.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9798">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>140.300003</Y>
										<Z>67.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9799">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9800">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>142.300003</Y>
										<Z>66.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9801">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>188.5</X>
										<Y>142.300003</Y>
										<Z>69.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9802">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9803">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9804">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9805">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9806">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9807">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9808">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9809">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9810">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9811">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX9812">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9813">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9814">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>169</Y>
										<Z>167</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9815">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9816">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9817">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>167.5</Y>
										<Z>167</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9818">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9819">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9820">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9821">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9822">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9823">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9824">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>165.5</Y>
										<Z>167.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9825">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>165.5</Y>
										<Z>166.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9826">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9827">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>167.5</Y>
										<Z>165.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9828">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-99.5</X>
										<Y>167.5</Y>
										<Z>168.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9829">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9830">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9831">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9832">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9833">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9834">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9835">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9836">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9837">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9838">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX9839">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9840">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9841">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>169</Y>
										<Z>164</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9842">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9843">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9844">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>167.5</Y>
										<Z>164</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9845">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9846">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9847">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9848">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9849">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9850">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9851">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>165.5</Y>
										<Z>164.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9852">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>165.5</Y>
										<Z>163.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9853">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9854">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>167.5</Y>
										<Z>162.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9855">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-111.5</X>
										<Y>167.5</Y>
										<Z>165.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9856">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9857">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9858">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9859">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9860">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9861">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9862">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9863">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9864">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9865">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX9866">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9867">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9868">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>169</Y>
										<Z>169</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9869">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9870">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9871">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>167.5</Y>
										<Z>169</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9872">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9873">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9874">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9875">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9876">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9877">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9878">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>165.5</Y>
										<Z>169.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9879">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>165.5</Y>
										<Z>168.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9880">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9881">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>167.5</Y>
										<Z>167.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9882">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-85.5</X>
										<Y>167.5</Y>
										<Z>170.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9883">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9884">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9885">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9886">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9887">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9888">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9889">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9890">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9891">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9892">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX9893">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9894">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9895">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>28.6000004</Y>
										<Z>-55</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9896">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9897">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9898">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>27.1000004</Y>
										<Z>-55</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9899">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9900">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9901">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9902">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9903">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9904">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9905">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>25.1000004</Y>
										<Z>-54.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9906">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>25.1000004</Y>
										<Z>-55.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9907">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9908">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>27.1000004</Y>
										<Z>-56.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9909">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-17.5</X>
										<Y>27.1000004</Y>
										<Z>-53.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9910">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9911">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9912">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9913">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9914">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9915">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9916">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9917">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9918">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9919">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX9920">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9921">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9922">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>28.6000004</Y>
										<Z>-49</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9923">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9924">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9925">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>27.1000004</Y>
										<Z>-49</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9926">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9927">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9928">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9929">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9930">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9931">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9932">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>25.1000004</Y>
										<Z>-48.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9933">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>25.1000004</Y>
										<Z>-49.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9934">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9935">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>27.1000004</Y>
										<Z>-50.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9936">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>42.5</X>
										<Y>27.1000004</Y>
										<Z>-47.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9937">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9938">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9939">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9940">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9941">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9942">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9943">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9944">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9945">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9946">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX9947">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9948">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9949">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>28.6000004</Y>
										<Z>29</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9950">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9951">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9952">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>27.1000004</Y>
										<Z>29</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9953">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9954">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9955">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9956">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9957">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9958">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9959">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>25.1000004</Y>
										<Z>29.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9960">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>25.1000004</Y>
										<Z>28.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9961">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9962">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>27.1000004</Y>
										<Z>27.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9963">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>108.5</X>
										<Y>27.1000004</Y>
										<Z>30.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9964">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9965">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9966">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9967">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9968">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9969">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9970">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9971">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9972">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9973">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX9974">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX9975">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX9976">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>28.6000004</Y>
										<Z>41</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX9977">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX9978">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9979">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>27.1000004</Y>
										<Z>41</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX9980">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX9981">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9982">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9983">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX9984">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX9985">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX9986">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>25.1000004</Y>
										<Z>41.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9987">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>25.1000004</Y>
										<Z>40.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX9988">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9989">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>27.1000004</Y>
										<Z>39.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX9990">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-39.5</X>
										<Y>27.1000004</Y>
										<Z>42.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9991">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9992">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9993">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9994">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX9995">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX9996">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9997">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX9998">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX9999">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10000">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10001">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10002">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10003">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>181</Y>
										<Z>36</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10004">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10005">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10006">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>179.5</Y>
										<Z>36</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10007">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10008">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10009">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10010">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10011">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10012">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10013">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>177.5</Y>
										<Z>36.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10014">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>177.5</Y>
										<Z>35.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10015">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10016">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>179.5</Y>
										<Z>34.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10017">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>264.5</X>
										<Y>179.5</Y>
										<Z>37.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10018">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10019">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10020">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10021">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10022">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10023">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10024">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10025">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10026">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10027">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10028">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10029">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10030">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>181</Y>
										<Z>88</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10031">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10032">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10033">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>179.5</Y>
										<Z>88</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10034">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10035">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10036">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10037">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10038">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10039">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10040">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>177.5</Y>
										<Z>88.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10041">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>177.5</Y>
										<Z>87.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10042">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10043">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>179.5</Y>
										<Z>86.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10044">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>266.5</X>
										<Y>179.5</Y>
										<Z>89.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10045">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10046">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10047">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10048">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10049">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10050">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10051">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10052">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10053">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10054">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10055">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10056">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10057">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>143.800003</Y>
										<Z>48</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10058">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10059">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10060">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>142.300003</Y>
										<Z>48</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10061">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10062">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10063">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10064">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10065">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10066">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10067">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>140.300003</Y>
										<Z>48.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10068">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>140.300003</Y>
										<Z>47.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10069">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10070">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>142.300003</Y>
										<Z>46.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10071">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>242.5</X>
										<Y>142.300003</Y>
										<Z>49.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10072">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10073">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10074">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10075">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10076">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10077">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10078">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10079">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10080">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10081">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10082">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10083">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10084">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>170</X>
										<Y>169</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10085">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10086">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10087">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>170</X>
										<Y>167.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10088">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10089">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10090">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10091">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10092">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10093">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10094">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>170.5</X>
										<Y>165.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10095">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>169.5</X>
										<Y>165.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10096">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10097">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>168.5</X>
										<Y>167.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10098">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>171.5</X>
										<Y>167.5</Y>
										<Z>177.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10099">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10100">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10101">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10102">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10103">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10104">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10105">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10106">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10107">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10108">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10109">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10110">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10111">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>137</X>
										<Y>169</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10112">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10113">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10114">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>137</X>
										<Y>167.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10115">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10116">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10117">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10118">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10119">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10120">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10121">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>137.5</X>
										<Y>165.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10122">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>136.5</X>
										<Y>165.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10123">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10124">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>135.5</X>
										<Y>167.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10125">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>138.5</X>
										<Y>167.5</Y>
										<Z>175.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10126">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10127">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10128">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10129">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10130">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10131">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10132">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10133">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10134">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10135">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10136">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10137">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10138">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>90</X>
										<Y>169</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10139">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10140">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10141">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>90</X>
										<Y>167.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10142">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10143">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10144">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10145">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10146">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10147">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10148">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>90.5</X>
										<Y>165.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10149">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>89.5</X>
										<Y>165.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10150">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10151">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>88.5</X>
										<Y>167.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10152">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>91.5</X>
										<Y>167.5</Y>
										<Z>189.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10153">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10154">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10155">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10156">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10157">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10158">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10159">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10160">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10161">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10162">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10163">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10164">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10165">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-61</X>
										<Y>161.5</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10166">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10167">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10168">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-61</X>
										<Y>160</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10169">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10170">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10171">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10172">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10173">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10174">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10175">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-60.5</X>
										<Y>158</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10176">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-61.5</X>
										<Y>158</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10177">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10178">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-62.5</X>
										<Y>160</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10179">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-59.5</X>
										<Y>160</Y>
										<Z>59.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10180">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10181">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10182">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10183">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10184">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10185">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10186">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10187">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10188">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10189">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10190">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10191">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10192">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-65</X>
										<Y>168.800003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10193">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10194">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10195">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-65</X>
										<Y>167.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10196">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10197">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10198">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10199">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10200">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10201">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10202">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-64.5</X>
										<Y>165.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10203">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-65.5</X>
										<Y>165.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10204">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10205">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-66.5</X>
										<Y>167.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10206">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-63.5</X>
										<Y>167.300003</Y>
										<Z>35.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10207">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10208">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10209">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10210">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10211">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10212">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10213">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10214">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10215">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10216">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10217">
						<Properties>
							<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">Spirits</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX10218">
							<Properties>
								<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">Goblin</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX10219">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-50</X>
										<Y>167.400009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX10220">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">0</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<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>
									</Properties>
								</Item>
								<Item class="Sound" referent="RBX10221">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
										<float name="Volume">0.5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10222">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-50</X>
										<Y>165.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="Motor" referent="RBX10223">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>-0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>-1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>0</R12>
											<R20>1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Left Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Snap" referent="RBX10224">
									<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>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10225">
									<Properties>
										<CoordinateFrame name="C0">
											<X>1</X>
											<Y>-1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>1</Y>
											<Z>0</Z>
											<R00>0</R00>
											<R01>0</R01>
											<R02>1</R02>
											<R10>0</R10>
											<R11>1</R11>
											<R12>-0</R12>
											<R20>-1</R20>
											<R21>0</R21>
											<R22>0</R22>
										</CoordinateFrame>
										<float name="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.100000001</float>
										<string name="Name">Right Hip</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10226">
									<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="DesiredAngle">-0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Right Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Motor" referent="RBX10227">
									<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="DesiredAngle">0.0760762841</float>
										<float name="MaxVelocity">0.150000006</float>
										<string name="Name">Left Shoulder</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX10228">
									<Properties>
										<Color3 name="Color">4280032284</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4286611584</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX10229">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-49.5</X>
										<Y>163.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10230">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-50.5</X>
										<Y>163.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX10231">
								<Properties>
									<string name="Name">Mode</string>
									<int name="Value">0</int>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10232">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-51.5</X>
										<Y>165.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX10233">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-48.5</X>
										<Y>165.900009</Y>
										<Z>44.5</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">0.600000024</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10234">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Robot</string>
									<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

--game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10235">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">HealthShow</string>
									<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10236">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Clean</string>
									<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10237">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
								</Properties>
								<Item class="Sound" referent="RBX10238">
									<Properties>
										<bool name="Looped">false</bool>
										<string name="Name">Sound</string>
										<float name="Pitch">1</float>
										<bool name="PlayOnRemove">false</bool>
										<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
										<float name="Volume">0.800000012</float>
									</Properties>
								</Item>
							</Item>
							<Item class="NumberValue" referent="RBX10239">
								<Properties>
									<string name="Name">Health</string>
									<double name="Value">5</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10240">
								<Properties>
									<string name="Name">MinDmg</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10241">
								<Properties>
									<string name="Name">MaxDmg</string>
									<double name="Value">22</double>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10242">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Kill</string>
									<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX10243">
								<Properties>
									<string name="Name">OverKill</string>
									<double name="Value">0</double>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10244">
					<Properties>
						<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">Boulders</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX10245">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>126</X>
								<Y>227.5</Y>
								<Z>37</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10246">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10247">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>-198</X>
								<Y>245.5</Y>
								<Z>83</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10248">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10249">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>18</X>
								<Y>245.5</Y>
								<Z>-38</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10250">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10251">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>-155</X>
								<Y>227.5</Y>
								<Z>60</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10252">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10253">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>147</X>
								<Y>229.900009</Y>
								<Z>19</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10254">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10255">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>126</X>
								<Y>191.5</Y>
								<Z>10</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10256">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10257">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>79</X>
								<Y>209.5</Y>
								<Z>7</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10258">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10259">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>-106</X>
								<Y>245.5</Y>
								<Z>120</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10260">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10261">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>18</X>
								<Y>227.5</Y>
								<Z>44</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10262">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10263">
						<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">18</int>
							<CoordinateFrame name="CFrame">
								<X>-68</X>
								<Y>263.5</Y>
								<Z>123</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
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							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Ball</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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>18</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX10264">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">script.Parent.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(15,25))
end end)

wait(25)

script.Parent:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10265">
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						<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">Ladders</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX10266">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1014</int>
							<CoordinateFrame name="CFrame">
								<X>12.0598288</X>
								<Y>85.3467331</Y>
								<Z>89.0920181</Z>
								<R00>-0.619723737</R00>
								<R01>-0.757328212</R01>
								<R02>0.205904007</R02>
								<R10>0.683667898</R10>
								<R11>-0.649778545</R11>
								<R12>-0.332243949</R12>
								<R20>0.385409743</R20>
								<R21>-0.0651295111</R21>
								<R22>0.920444191</R22>
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							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Ladder</string>
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							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
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							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
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							<float name="TopParamA">-0.5</float>
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							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
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							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>172</X>
								<Y>1.20000005</Y>
								<Z>12</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10267">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1014</int>
							<CoordinateFrame name="CFrame">
								<X>54.5000229</X>
								<Y>108.699997</Y>
								<Z>152.000015</Z>
								<R00>-1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
								<R11>1</R11>
								<R12>3.05171125e-005</R12>
								<R20>-3.05171125e-005</R20>
								<R21>3.05180438e-005</R21>
								<R22>-1</R22>
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							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Ladder</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
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							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
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							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
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								<Y>1.20000005</Y>
								<Z>12</Z>
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						</Properties>
					</Item>
					<Item class="Part" referent="RBX10268">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1014</int>
							<CoordinateFrame name="CFrame">
								<X>170.711136</X>
								<Y>124.037018</Y>
								<Z>126.688644</Z>
								<R00>-0.735855162</R00>
								<R01>-0.254305661</R01>
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								<R11>0.945138454</R11>
								<R12>4.43351892e-005</R12>
								<R20>0.593130529</R20>
								<R21>0.205041423</R21>
								<R22>-0.778559029</R22>
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							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
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							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
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							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
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					<Item class="Part" referent="RBX10269">
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							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1014</int>
							<CoordinateFrame name="CFrame">
								<X>16.5</X>
								<Y>66.0999908</Y>
								<Z>151.5</Z>
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								<R01>3.05171125e-005</R01>
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							<float name="LeftParamB">0.5</float>
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							<token name="LeftSurfaceInput">0</token>
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							<token name="Material">512</token>
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							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
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							<float name="TopParamA">-0.5</float>
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							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
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							<token name="formFactorRaw">1</token>
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							<Vector3 name="size">
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								<Y>84</Y>
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					</Item>
					<Item class="Part" referent="RBX10270">
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							<int name="BrickColor">1014</int>
							<CoordinateFrame name="CFrame">
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								<Z>150.5</Z>
								<R00>-1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
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								<R12>3.05171125e-005</R12>
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							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
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							<float name="Reflectance">0</float>
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							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
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							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
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							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>84</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10271">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
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							<token name="BackSurface">0</token>
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							<token name="BottomSurfaceInput">0</token>
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							<CoordinateFrame name="CFrame">
								<X>66.4110107</X>
								<Y>76.9000168</Y>
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								<R00>-0.899202168</R00>
								<R01>3.65888809e-005</R01>
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								<R11>1</R11>
								<R12>3.65900814e-005</R12>
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								<R21>2.288832e-005</R21>
								<R22>-0.899202168</R22>
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							<bool name="CanCollide">true</bool>
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							<token name="LeftSurfaceInput">0</token>
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							<string name="Name">Ladder</string>
							<float name="Reflectance">0</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
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							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
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							<Vector3 name="size">
								<X>1</X>
								<Y>62.4000015</Y>
								<Z>1</Z>
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						</Properties>
					</Item>
					<Item class="Part" referent="RBX10272">
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							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1014</int>
							<CoordinateFrame name="CFrame">
								<X>122.722984</X>
								<Y>76.9000092</Y>
								<Z>150.530548</Z>
								<R00>-0.899202168</R00>
								<R01>3.65888809e-005</R01>
								<R02>-0.437533349</R02>
								<R10>2.28863973e-005</R10>
								<R11>1</R11>
								<R12>3.65900814e-005</R12>
								<R20>0.437533349</R20>
								<R21>2.288832e-005</R21>
								<R22>-0.899202168</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Ladder</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>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>62.4000015</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10273">
					<Properties>
						<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">Catapults</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10274">
						<Properties>
							<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">Catapult</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10275">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>81.4334793</X>
									<Y>68.2472076</Y>
									<Z>91.1067429</Z>
									<R00>0.437514544</R00>
									<R01>0.54166925</R01>
									<R02>-0.717764676</R02>
									<R10>2.56896019e-005</R10>
									<R11>0.798201084</R11>
									<R12>0.602394342</R12>
									<R20>0.899217308</R20>
									<R21>-0.263577938</R21>
									<R22>0.349209607</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Bullet</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">0</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>6</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10276">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>79.7407684</X>
									<Y>65.1128006</Y>
									<Z>91.9304657</Z>
									<R00>0.437514544</R00>
									<R01>0.54166925</R01>
									<R02>-0.717764676</R02>
									<R10>2.56896019e-005</R10>
									<R11>0.798201084</R11>
									<R12>0.602394342</R12>
									<R20>0.899217308</R20>
									<R21>-0.263577938</R21>
									<R22>0.349209607</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>7</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10277">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>86.4915619</X>
									<Y>56.4504356</Y>
									<Z>88.6453629</Z>
									<R00>0.437514544</R00>
									<R01>0.54166925</R01>
									<R02>-0.717764676</R02>
									<R10>2.56896019e-005</R10>
									<R11>0.798201084</R11>
									<R12>0.602394342</R12>
									<R20>0.899217308</R20>
									<R21>-0.263577938</R21>
									<R22>0.349209607</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>3.60000014</Y>
									<Z>24</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10278">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>88.6290054</X>
									<Y>47.5000114</Y>
									<Z>77.0400696</Z>
									<R00>-0.899202168</R00>
									<R01>3.65888809e-005</R01>
									<R02>-0.437533349</R02>
									<R10>2.28863973e-005</R10>
									<R11>1</R11>
									<R12>3.65900814e-005</R12>
									<R20>0.437533349</R20>
									<R21>2.288832e-005</R21>
									<R22>-0.899202168</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10279">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>94.5842361</X>
									<Y>49.2999954</Y>
									<Z>84.7072449</Z>
									<R00>0.437500149</R00>
									<R01>4.20576362e-005</R01>
									<R02>-0.899218321</R02>
									<R10>-9.68857239e-006</R10>
									<R11>1</R11>
									<R12>4.20575088e-005</R12>
									<R20>0.899218321</R20>
									<R21>-9.68802397e-006</R21>
									<R22>0.437500149</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>2.4000001</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Sparkles" referent="RBX10280">
								<Properties>
									<bool name="Enabled">true</bool>
									<string name="Name">Sparkles</string>
									<Color3 name="SparkleColor">4281545727</Color3>
								</Properties>
							</Item>
							<Item class="ClickDetector" referent="RBX10281">
								<Properties>
									<float name="MaxActivationDistance">10</float>
									<string name="Name">ClickDetector</string>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10282">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">deb = false

--while wait() do
script.Parent.ClickDetector.MouseClick:connect(function()
if deb == false then deb = true
t = script.Parent.Parent
a = t.Bullet:clone()
t.Bullet.Transparency = 1
a.CFrame = t.Bullet.CFrame
a.Name = &quot;ClonedBullet&quot;
a.Anchored = false
b = Instance.new(&quot;BodyPosition&quot;, a)
b.maxForce = Vector3.new(85000,85000,85000)
b.position = game.Workspace.Boss.Boss.Head.Position
a.Parent = t
wait(2.5)
a:remove()
game.Workspace.Boss.Boss.Zombie:TakeDamage(math.random(2942,7823))
wait(10)
t.Bullet.Transparency = 0
deb = false
end
--end
end)
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10283">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>103.126518</X>
									<Y>46.900013</Y>
									<Z>80.5503464</Z>
									<R00>0.437500149</R00>
									<R01>4.20576362e-005</R01>
									<R02>-0.899218321</R02>
									<R10>-9.68857239e-006</R10>
									<R11>1</R11>
									<R12>4.20575088e-005</R12>
									<R20>0.899218321</R20>
									<R21>-9.68802397e-006</R21>
									<R22>0.437500149</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
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								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>220.8284</X>
									<Y>142.900009</Y>
									<Z>79.1715927</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>2.4000001</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Sparkles" referent="RBX10293">
								<Properties>
									<bool name="Enabled">true</bool>
									<string name="Name">Sparkles</string>
									<Color3 name="SparkleColor">4281545727</Color3>
								</Properties>
							</Item>
							<Item class="ClickDetector" referent="RBX10294">
								<Properties>
									<float name="MaxActivationDistance">10</float>
									<string name="Name">ClickDetector</string>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10295">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">deb = false

--while wait() do
script.Parent.ClickDetector.MouseClick:connect(function()
if deb == false then deb = true
t = script.Parent.Parent
a = t.Bullet:clone()
t.Bullet.Transparency = 1
a.CFrame = t.Bullet.CFrame
a.Name = &quot;ClonedBullet&quot;
a.Anchored = false
b = Instance.new(&quot;BodyPosition&quot;, a)
b.maxForce = Vector3.new(85000,85000,85000)
b.position = game.Workspace.Boss.Boss.Head.Position
a.Parent = t
wait(2.5)
a:remove()
game.Workspace.Boss.Boss.Zombie:TakeDamage(math.random(2942,7823))
wait(10)
t.Bullet.Transparency = 0
deb = false
end
--end
end)
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10296">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>227.545944</X>
									<Y>140.5</Y>
									<Z>72.4540558</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10297">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>212.696701</X>
									<Y>140.5</Y>
									<Z>87.303299</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10298">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>219.767792</X>
									<Y>140.5</Y>
									<Z>80.2322311</Z>
									<R00>0.707063794</R00>
									<R01>3.98733209e-005</R01>
									<R02>-0.707141817</R02>
									<R10>-1.65144629e-005</R10>
									<R11>1</R11>
									<R12>3.98733209e-005</R12>
									<R20>0.707141817</R20>
									<R21>-1.65144629e-005</R21>
									<R22>0.707063794</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>17</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10299">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>226.131729</X>
									<Y>141.100006</Y>
									<Z>87.303299</Z>
									<R00>-0.707121372</R00>
									<R01>3.98727716e-005</R01>
									<R02>-0.707092166</R02>
									<R10>1.65159381e-005</R10>
									<R11>1</R11>
									<R12>3.98731572e-005</R12>
									<R20>0.707092166</R20>
									<R21>1.65168731e-005</R21>
									<R22>-0.707121372</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10300">
						<Properties>
							<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">Catapult</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10301">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>16.3747978</X>
									<Y>46.6456032</Y>
									<Z>13.0000534</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Bullet</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">0</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>6</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10302">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>14.4923019</X>
									<Y>43.5112038</Y>
									<Z>13.000061</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>7</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10303">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>22.0002403</X>
									<Y>34.8491859</Y>
									<Z>13.0000534</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>3.60000014</Y>
									<Z>24</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10304">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>29</X>
									<Y>25.8999996</Y>
									<Z>3.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10305">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>31</X>
									<Y>27.7000008</Y>
									<Z>13</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>2.4000001</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Sparkles" referent="RBX10306">
								<Properties>
									<bool name="Enabled">true</bool>
									<string name="Name">Sparkles</string>
									<Color3 name="SparkleColor">4281545727</Color3>
								</Properties>
							</Item>
							<Item class="ClickDetector" referent="RBX10307">
								<Properties>
									<float name="MaxActivationDistance">10</float>
									<string name="Name">ClickDetector</string>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10308">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">deb = false

--while wait() do
script.Parent.ClickDetector.MouseClick:connect(function()
if deb == false then deb = true
t = script.Parent.Parent
a = t.Bullet:clone()
t.Bullet.Transparency = 1
a.CFrame = t.Bullet.CFrame
a.Name = &quot;ClonedBullet&quot;
a.Anchored = false
b = Instance.new(&quot;BodyPosition&quot;, a)
b.maxForce = Vector3.new(85000,85000,85000)
b.position = game.Workspace.Boss.Boss.Head.Position
a.Parent = t
wait(2.5)
a:remove()
game.Workspace.Boss.Boss.Zombie:TakeDamage(math.random(2942,7823))
wait(10)
t.Bullet.Transparency = 0
deb = false
end
--end
end)
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10309">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>40.5</X>
									<Y>25.3000011</Y>
									<Z>13</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10310">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>19.5003014</X>
									<Y>25.3007412</Y>
									<Z>13</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
									<R20>0.99999994</R20>
									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10311">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>29.5</X>
									<Y>25.3000011</Y>
									<Z>13</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>17</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10312">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>29</X>
									<Y>25.8999996</Y>
									<Z>22.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10313">
						<Properties>
							<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">Catapult</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10314">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-66.8272095</X>
									<Y>152.44809</Y>
									<Z>85.9993286</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Bullet</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">0</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>6</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10315">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-68.7097778</X>
									<Y>149.313675</Y>
									<Z>85.9992828</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>7</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10316">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-61.1986542</X>
									<Y>140.649429</Y>
									<Z>85.9993286</Z>
									<R00>-4.72068787e-005</R00>
									<R01>0.602435887</R01>
									<R02>-0.798175156</R02>
									<R10>1.37090683e-005</R10>
									<R11>0.798168898</R11>
									<R12>0.602435887</R12>
									<R20>1.00000632</R20>
									<R21>1.37090683e-005</R21>
									<R22>-4.72068787e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>3.60000014</Y>
									<Z>24</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10317">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-54.1999207</X>
									<Y>131.702576</Y>
									<Z>76.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>32</X>
									<Y>3.60000014</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10318">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-52.2021027</X>
									<Y>133.502762</Y>
									<Z>86</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
									<R20>0.99999994</R20>
									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>2.4000001</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Sparkles" referent="RBX10319">
								<Properties>
									<bool name="Enabled">true</bool>
									<string name="Name">Sparkles</string>
									<Color3 name="SparkleColor">4281545727</Color3>
								</Properties>
							</Item>
							<Item class="ClickDetector" referent="RBX10320">
								<Properties>
									<float name="MaxActivationDistance">10</float>
									<string name="Name">ClickDetector</string>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10321">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">deb = false

--while wait() do
script.Parent.ClickDetector.MouseClick:connect(function()
if deb == false then deb = true
t = script.Parent.Parent
a = t.Bullet:clone()
t.Bullet.Transparency = 1
a.CFrame = t.Bullet.CFrame
a.Name = &quot;ClonedBullet&quot;
a.Anchored = false
b = Instance.new(&quot;BodyPosition&quot;, a)
b.maxForce = Vector3.new(85000,85000,85000)
b.position = game.Workspace.Boss.Boss.Head.Position
a.Parent = t
wait(2.5)
a:remove()
game.Workspace.Boss.Boss.Zombie:TakeDamage(math.random(2942,7823))
wait(10)
t.Bullet.Transparency = 0
deb = false
end
--end
end)
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10322">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-42.6999207</X>
									<Y>131.10257</Y>
									<Z>86</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10323">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-63.6999207</X>
									<Y>131.10257</Y>
									<Z>86</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">CatapultPiece</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>14</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10324">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
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								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>63</X>
									<Y>46.7999992</Y>
									<Z>72</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10344">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX10345">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=36162525</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX10346">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">450500</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10347">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10348">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10349">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 1800

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
script.Parent.Kill.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if p.Awards:findFirstChild(&quot;Final Boss: ZAWS&quot;) then
&#9;p.Awards[&quot;Final Boss: ZAWS&quot;].Value = true
end
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 30
saythis(30,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 90
saythis(90,0)
end
end
end
   game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10350">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10351">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10352">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10353">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10354">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10355">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

--local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
--local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

--larm.Touched:connect(Hit)
--rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then--[[
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true--]]
&#9;else
--&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10356">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX10357">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Summon&quot;,&quot;Boulders&quot;,&quot;Ray&quot;}
---BOSSSESSS :D:DD::D:D:::D:D

function textAll(mess,duration)
m = game.Lighting.EnemyGui
for _,things in pairs(game.Players:GetPlayers()) do
&#9;if things.PlayerGui then
&#9;&#9;a = m:clone()
&#9;&#9;a.Parent = things.PlayerGui
&#9;&#9;a.TextLabel.Text = mess
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(a,duration)
&#9;end
end
end

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

time = 20

wait(10)
---The first final boss
while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Summon&quot; then
textAll(&quot;SUMMONING REINFORCEMENTS...&quot;,3)
game.Lighting.Spirits:clone().Parent = game.Workspace
elseif attack == &quot;Boulders&quot; then
textAll(&quot;DROPPING BOULDERS...&quot;,3)
game.Lighting.Boulders:clone().Parent = game.Workspace.Map
wait(7)
game.Lighting.Boulders:clone().Parent = game.Workspace.Map
elseif attack == &quot;Ray&quot; then
if script.Parent.Zombie.Health &lt;= script.Parent.Zombie.MaxHealth / 2 then
textAll(&quot;ZAWS is trying to summon the RAY OF FIRE...&quot;,3) wait(3)
textAll(&quot;WARNING! ZAWS HAS SUMMONED RAY OF FIRE!&quot;,3)
wait(3)
textAll(&quot;EVACUATE ALL CATAPULTS!&quot;,3) wait(3)
game.Lighting.Ray:clone().Parent = game.Workspace.Map
else
textAll(&quot;ZAWS is trying to summon the RAY OF FIRE...&quot;,3) wait(3)
textAll(&quot;Summoning process failed!&quot;,3)
wait(3)
end
end

end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10358">
					<Properties>
						<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">Ray</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX10359">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>352.092957</X>
								<Y>463.454071</Y>
								<Z>20.0280075</Z>
								<R00>-0.603364766</R00>
								<R01>-0.797465324</R01>
								<R02>4.09116146e-005</R02>
								<R10>0.797465324</R10>
								<R11>-0.603364766</R11>
								<R12>1.37341613e-005</R12>
								<R20>1.37321094e-005</R20>
								<R21>4.09123022e-005</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">BeamRay</string>
							<float name="Reflectance">0.100000001</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.100000001</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>296</X>
								<Y>1.20000005</Y>
								<Z>339</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX10360">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX10361">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>512.957886</X>
								<Y>583.198853</Y>
								<Z>16.528162</Z>
								<R00>-0.603364766</R00>
								<R01>-0.797465324</R01>
								<R02>4.09116146e-005</R02>
								<R10>0.797465324</R10>
								<R11>-0.603364766</R11>
								<R12>1.37341613e-005</R12>
								<R20>1.37321094e-005</R20>
								<R21>4.09123022e-005</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Ray</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>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>220</X>
								<Y>399.600006</Y>
								<Z>220</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX10362">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX10363">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">script.Parent.Ray.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(25,55))
end end)

for i = 1,570 do wait() print(i)
things = script.Parent.Ray
things.CFrame = things.CFrame + Vector3.new(-1.6, -1.6, 0)
end

script.Parent:remove()
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="BodyAngularVelocity" referent="RBX10364">
					<Properties>
						<string name="Name">BAV</string>
						<float name="P">700000</float>
						<Vector3 name="angularvelocity">
							<X>0</X>
							<Y>450</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="maxTorque">
							<X>0</X>
							<Y>700000</Y>
							<Z>0</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX10365">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Poison</string>
						<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Zombie&quot;)
---Ninjas poison skill thingy


for i = 1,10 do wait(1)
if script.Parent.Parent:findFirstChild(&quot;Zombie&quot;) then
script.Parent.Parent.Zombie:TakeDamage(17)
if not script.Parent.Parent:findFirstChild(&quot;Boom&quot;) then
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, script.Parent.Parent)
&#9;&#9;&#9;&#9;brick.Name = &quot;Boom&quot; ---Boom :D ye
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright green&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
end
end
end



script:remove()
</ProtectedString>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX10366">
					<Properties>
						<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">MWings</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10367">
						<Properties>
							<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">Wings</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10368">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1001</int>
								<CoordinateFrame name="CFrame">
									<X>10.4956474</X>
									<Y>30.0214119</Y>
									<Z>-17.6595135</Z>
									<R00>0.54182291</R00>
									<R01>-0.412854433</R01>
									<R02>0.73210597</R02>
									<R10>-0.0158408731</R10>
									<R11>0.865873039</R11>
									<R12>0.500012934</R12>
									<R20>-0.840343475</R20>
									<R21>-0.282515615</R21>
									<R22>0.462609857</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">S1</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10369">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1001</int>
								<CoordinateFrame name="CFrame">
									<X>10.4956474</X>
									<Y>29.5988941</Y>
									<Z>-22.1434994</Z>
									<R00>-0.469669759</R00>
									<R01>-0.455709755</R01>
									<R02>0.756134212</R02>
									<R10>-0.0809531659</R10>
									<R11>0.875099361</R11>
									<R12>0.477124393</R12>
									<R20>-0.879122794</R20>
									<R21>0.162879437</R21>
									<R22>-0.447898835</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">A1</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10370">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1001</int>
								<CoordinateFrame name="CFrame">
									<X>13.5535402</X>
									<Y>30.7322788</Y>
									<Z>-15.7014656</Z>
									<R00>0.541793942</R00>
									<R01>0.412907451</R01>
									<R02>-0.732097507</R02>
									<R10>-0.0157815702</R10>
									<R11>-0.865863383</R11>
									<R12>-0.500031531</R12>
									<R20>-0.840363204</R20>
									<R21>0.282467663</R21>
									<R22>-0.462603211</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">S2</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">
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>756</X>
								<Y>152.400009</Y>
								<Z>34</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10412">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>273</X>
								<Y>37.2999992</Y>
								<Z>140.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>27</X>
								<Y>26.3999996</Y>
								<Z>34</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10413">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>273</X>
								<Y>113.5</Y>
								<Z>140.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>27</X>
								<Y>126</Y>
								<Z>34</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10414">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>274</X>
								<Y>99.3000031</Y>
								<Z>167.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>27</X>
								<Y>152.400009</Y>
								<Z>36</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10415">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>-303.141479</X>
								<Y>69.3593903</Y>
								<Z>48.0000153</Z>
								<R00>1</R00>
								<R01>3.05180438e-005</R01>
								<R02>-3.05171125e-005</R02>
								<R10>-3.05171125e-005</R10>
								<R11>1</R11>
								<R12>3.05180438e-005</R12>
								<R20>3.05180438e-005</R20>
								<R21>-3.05171125e-005</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>95</X>
								<Y>115.200005</Y>
								<Z>424</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="NumberValue" referent="RBX10416">
					<Properties>
						<string name="Name">SkeletonMorph</string>
						<double name="Value">0</double>
					</Properties>
					<Item class="CharacterMesh" referent="RBX10417">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">2</token>
							<int name="MeshId">36780032</int>
							<string name="Name">Skeleton Left Arm</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX10418">
						<Properties>
							<int name="BaseTextureId">36780292</int>
							<token name="BodyPart">4</token>
							<int name="MeshId">36780079</int>
							<string name="Name">Skeleton Left Leg</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX10419">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">3</token>
							<int name="MeshId">36780156</int>
							<string name="Name">Skeleton Right Arm</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX10420">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">5</token>
							<int name="MeshId">36780195</int>
							<string name="Name">Skeleton Right Leg</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX10421">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">1</token>
							<int name="MeshId">36780113</int>
							<string name="Name">Skeleton Torso</string>
							<int name="OverlayTextureId">36780292</int>
						</Properties>
					</Item>
				</Item>
				<Item class="NumberValue" referent="RBX10422">
					<Properties>
						<string name="Name">MummyMorph</string>
						<double name="Value">0</double>
					</Properties>
					<Item class="CharacterMesh" referent="RBX10423">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">2</token>
							<int name="MeshId">37151931</int>
							<string name="Name">Mummy Left Arm</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX10424">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">4</token>
							<int name="MeshId">37151965</int>
							<string name="Name">Mummy Left Leg</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX10425">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">3</token>
							<int name="MeshId">37151998</int>
							<string name="Name">Mummy Right Arm</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX10426">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">5</token>
							<int name="MeshId">37152033</int>
							<string name="Name">Mummy Right Leg</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
					<Item class="CharacterMesh" referent="RBX10427">
						<Properties>
							<int name="BaseTextureId">0</int>
							<token name="BodyPart">1</token>
							<int name="MeshId">37152069</int>
							<string name="Name">Mummy torso</string>
							<int name="OverlayTextureId">37152203</int>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX10428">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Branch</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX10429">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-244</X>
								<Y>5.80000019</Y>
								<Z>82.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX10430">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>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>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX10431">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX10432">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">SteelSword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX10433">
						<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>6</X>
								<Y>24.5</Y>
								<Z>1.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX10434">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=10467539</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=21601001</url></Content>
								<Vector3 name="VertexColor">
									<X>2</X>
									<Y>5</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX10435">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX10436">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX10437">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 4
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10438">
					<Properties>
						<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">WarriorDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10439">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10440">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>93.5</X>
									<Y>27.1000004</Y>
									<Z>10</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10441">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>92.8000031</X>
									<Y>31.4379082</Y>
									<Z>15.1245823</Z>
									<R00>6.69412475e-005</R00>
									<R01>-1</R01>
									<R02>-8.11341888e-005</R02>
									<R10>0.862817526</R10>
									<R11>9.87726817e-005</R11>
									<R12>-0.505515397</R12>
									<R20>0.505515397</R20>
									<R21>-3.61641687e-005</R21>
									<R22>0.862817585</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10442">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>92.8000031</X>
									<Y>30.3885403</Y>
									<Z>12.2664614</Z>
									<R00>-4.64923596e-006</R00>
									<R01>-0.99999994</R01>
									<R02>-5.12646475e-005</R02>
									<R10>0.547578275</R10>
									<R11>4.03500962e-005</R11>
									<R12>-0.836754441</R12>
									<R20>0.836754441</R20>
									<R21>-3.19616738e-005</R21>
									<R22>0.547578275</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10443">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>92.8000031</X>
									<Y>30.156086</Y>
									<Z>14.4780588</Z>
									<R00>6.85471241e-006</R00>
									<R01>-0.99999994</R01>
									<R02>-5.9362319e-005</R02>
									<R10>0.60537535</R10>
									<R11>5.13985251e-005</R11>
									<R12>-0.795940101</R12>
									<R20>0.795940101</R20>
									<R21>-3.04805417e-005</R21>
									<R22>0.60537535</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>3</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10500">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>94.1999969</X>
									<Y>26.9251366</Y>
									<Z>9.10954285</Z>
									<R00>8.99505612e-005</R00>
									<R01>-1</R01>
									<R02>-4.61216314e-006</R02>
									<R10>0.883370519</R10>
									<R11>7.72980711e-005</R11>
									<R12>0.468675226</R12>
									<R20>-0.468675196</R20>
									<R21>-4.6231853e-005</R21>
									<R22>0.883370578</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>3</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10501">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10502">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>93.5</X>
									<Y>27.1000004</Y>
									<Z>11.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10503">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10504">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>93.5</X>
									<Y>25.1000004</Y>
									<Z>10.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX10505">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10506">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>93.5</X>
									<Y>25.1000004</Y>
									<Z>9.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX10507">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Branch2</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX10508">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10509">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-244</X>
								<Y>5.80000019</Y>
								<Z>82.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX10510">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=63216276</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.39999998</X>
									<Y>1.39999998</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=63216284</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10511">
					<Properties>
						<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">Mummy1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10512">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10513">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-160</X>
									<Y>4.9000001</Y>
									<Z>182.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
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								<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-161.5</X>
									<Y>3.4000001</Y>
									<Z>182.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10528">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for _,things in pairs(game.Lighting.RobloxMorph:GetChildren()) do
things:clone().Parent = script.Parent end
wait(1)
for _,things in pairs(game.Lighting.MummyMorph:GetChildren()) do
things:clone().Parent = script.Parent end

script.Parent:MakeJoints()

script.Parent.Head.Anchored = false
script.Parent[&quot;Left Arm&quot;].Anchored = false
script.Parent[&quot;Left Leg&quot;].Anchored = false
script.Parent.Torso.Anchored = false
script.Parent[&quot;Right Leg&quot;].Anchored = false
script.Parent[&quot;Right Arm&quot;].Anchored = false

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10529">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10530">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10531">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch2&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10532">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX10533">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">60</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10534">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10535">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">32</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10536">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10537">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10538">
					<Properties>
						<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">Mummy2</string>
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								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10554">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>92.5</X>
									<Y>3.4000001</Y>
									<Z>-80.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10555">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for _,things in pairs(game.Lighting.RobloxMorph:GetChildren()) do
things:clone().Parent = script.Parent end
wait(1)
for _,things in pairs(game.Lighting.MummyMorph:GetChildren()) do
things:clone().Parent = script.Parent end

script.Parent:MakeJoints()

script.Parent.Head.Anchored = false
script.Parent[&quot;Left Arm&quot;].Anchored = false
script.Parent[&quot;Left Leg&quot;].Anchored = false
script.Parent.Torso.Anchored = false
script.Parent[&quot;Right Leg&quot;].Anchored = false
script.Parent[&quot;Right Arm&quot;].Anchored = false

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10556">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10557">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10558">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch2&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S3.Position, game.Workspace.Map.S3)
until
(script.Parent.Torso.Position - game.Workspace.Map.S3.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10559">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX10560">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">60</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10561">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10562">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">32</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10563">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10564">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10565">
					<Properties>
						<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">Mummy3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10566">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10567">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>81</X>
									<Y>4.9000001</Y>
									<Z>194.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10568">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX10569">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX10570">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=14393650</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.800000012</X>
										<Y>0.800000012</Y>
										<Z>0.800000012</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=20221438</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10571">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>81</X>
									<Y>3.4000001</Y>
									<Z>194.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX10572">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX10573">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10574">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10575">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10576">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10577">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>80.5</X>
									<Y>1.39999998</Y>
									<Z>194.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10578">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>1.39999998</Y>
									<Z>194.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10579">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10580">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>82.5</X>
									<Y>3.4000001</Y>
									<Z>194.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10581">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>79.5</X>
									<Y>3.4000001</Y>
									<Z>194.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10582">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



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-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for _,things in pairs(game.Lighting.RobloxMorph:GetChildren()) do
things:clone().Parent = script.Parent end
wait(1)
for _,things in pairs(game.Lighting.MummyMorph:GetChildren()) do
things:clone().Parent = script.Parent end

if script.Parent:findFirstChild(&quot;Mummy Left Arm&quot;) then
script.Parent[&quot;Mummy Left Arm&quot;]:remove() end
if script.Parent:findFirstChild(&quot;Mummy Right Leg&quot;) then
script.Parent[&quot;Mummy Right Leg&quot;]:remove() end

game.Lighting.SkeletonMorph[&quot;Skeleton Left Arm&quot;]:clone().Parent = script.Parent
game.Lighting.SkeletonMorph[&quot;Skeleton Right Leg&quot;]:clone().Parent = script.Parent

script.Parent:MakeJoints()

script.Parent.Head.Anchored = false
script.Parent[&quot;Left Arm&quot;].Anchored = false
script.Parent[&quot;Left Leg&quot;].Anchored = false
script.Parent.Torso.Anchored = false
script.Parent[&quot;Right Leg&quot;].Anchored = false
script.Parent[&quot;Right Arm&quot;].Anchored = false

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10583">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10584">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10585">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch2&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S4.Position, game.Workspace.Map.S4)
until
(script.Parent.Torso.Position - game.Workspace.Map.S4.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S5.Position, game.Workspace.Map.S5)
until
(script.Parent.Torso.Position - game.Workspace.Map.S5.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10586">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX10587">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">350</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10588">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10589">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">32</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10590">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10591">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10592">
					<Properties>
						<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">Mummy4</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10593">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10594">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>22.5</X>
									<Y>4.9000001</Y>
									<Z>198</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10595">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX10596">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX10597">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=14393650</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.800000012</X>
										<Y>0.800000012</Y>
										<Z>0.800000012</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=20221438</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10598">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>22.5</X>
									<Y>3.4000001</Y>
									<Z>198</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX10599">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX10600">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10601">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10602">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10603">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10604">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>22.5</X>
									<Y>1.39999998</Y>
									<Z>198.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10605">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>22.5</X>
									<Y>1.39999998</Y>
									<Z>197.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10606">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10607">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>22.5</X>
									<Y>3.4000001</Y>
									<Z>196.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10608">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>22.5</X>
									<Y>3.4000001</Y>
									<Z>199.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10609">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for _,things in pairs(game.Lighting.RobloxMorph:GetChildren()) do
things:clone().Parent = script.Parent end
wait(1)
for _,things in pairs(game.Lighting.SkeletonMorph:GetChildren()) do
things:clone().Parent = script.Parent end

script.Parent:MakeJoints()

script.Parent.Head.Anchored = false
script.Parent[&quot;Left Arm&quot;].Anchored = false
script.Parent[&quot;Left Leg&quot;].Anchored = false
script.Parent.Torso.Anchored = false
script.Parent[&quot;Right Leg&quot;].Anchored = false
script.Parent[&quot;Right Arm&quot;].Anchored = false

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10610">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10611">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10612">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch2&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S6.Position, game.Workspace.Map.S6)
until
(script.Parent.Torso.Position - game.Workspace.Map.S6.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10613">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX10614">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1220</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10615">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10616">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">32</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10617">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10618">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10619">
					<Properties>
						<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">Mummy5</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10620">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10621">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>18.3999996</Y>
									<Z>196</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10622">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX10623">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">face</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><null></null></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10624">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>12.4000006</Y>
									<Z>196</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX10625">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10626">
								<Properties>
									<CoordinateFrame name="C0">
										<X>6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10627">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10628">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX10629">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10630">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-52</X>
									<Y>4.4000001</Y>
									<Z>196</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10631">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-48</X>
									<Y>4.4000001</Y>
									<Z>196</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX10632">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10633">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-44</X>
									<Y>12.4000006</Y>
									<Z>196</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10634">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-56</X>
									<Y>12.4000006</Y>
									<Z>196</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10635">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

script.Parent:MakeJoints()

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10636">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10637">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">4750</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10638">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10639">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10640">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10641">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10642">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10643">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10644">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S6.Position, game.Workspace.Map.S6)
until
(script.Parent.Torso.Position - game.Workspace.Map.S6.Position).magnitude &lt; 15.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10645">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX10646">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>-0.0799999982</X>
							<Y>-0.0599999987</Y>
							<Z>0.300000012</Z>
							<R00>1</R00>
							<R01>3.05022113e-005</R01>
							<R02>-3.05310823e-005</R02>
							<R10>-3.05310823e-005</R10>
							<R11>0.999999523</R11>
							<R12>-0.000946015585</R12>
							<R20>3.05022113e-005</R20>
							<R21>0.000946016517</R21>
							<R22>0.999999523</R22>
						</CoordinateFrame>
						<string name="Name">Shotgun</string>
						<Content name="TextureId"><url>rbxasset://Textures/PaintballIcon.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX10647">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-11.5</X>
								<Y>24.6000004</Y>
								<Z>-0.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>-0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX10648">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Fire</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds//paintball.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX10649">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=3835506</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.89999998</X>
									<Y>1.5</Y>
									<Z>1.10000002</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX10650">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BrickCleanup</string>
							<ProtectedString name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(0.01)
script.Parent.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX10651">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Paintball</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value

function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 3 then
&#9;&#9;&#9;if script.Parent.DeKill.Value == true then
&#9;&#9;&#9;&#9;humanoid.Health = 0
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(0.3)
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX10652">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PaintballShooter</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent

colors = {0.1}

function fire(v)

&#9;Tool.Handle.Fire:play()
&#9;

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local miss = Instance.new(&quot;Part&quot;)

        

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;

for i = 1,8 do
missile = miss:clone()
&#9;spawnPos  = spawnPos + (v * math.random(1,3))

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(0.5,0.5,0.5)
&#9;missile.Velocity = v * 400
&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
&#9;missile.Shape = 1
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Bullet&quot;
&#9;missile.Elasticity = 0
&#9;missile.Reflectance = 0
&#9;missile.Friction = .9

&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,90,0)
&#9;force.Parent = missile
&#9;
&#9;Tool.BrickCleanup:clone().Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;insta = Instance.new(&quot;BoolValue&quot;,missile)
&#9;insta.Name = &quot;DeKill&quot;
&#9;insta.Value = false

&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.DeKill.Value == true then
&#9;insta.Value = true
&#9;end

&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile

&#9;local new_script = script.Parent.Paintball:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

&#9;missile.Parent = game.Workspace
end

end


function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 0.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

--&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
--&#9;staffUp()

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.medc.Value &lt; 1 then
&#9;&#9;stats.medc.Value = 300
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + stats.med.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.walc.Value &lt; 1 and stats.Waller.Value == true then
&#9;&#9;stats.walc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerSkill:clone()
&#9;amnt = 15
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.dcfc.Value &lt; 1 and stats.DefendorCryForm.Value == true then
&#9;&#9;stats.dcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.DefendorDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.revoc.Value &lt; 1 and stats.Revolver.Value == true then
&#9;&#9;stats.revoc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBullet:clone()
&#9;amnt = 5
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
--&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX10653">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX10654">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX10655">
						<Properties>
							<string name="Name">Angles</string>
							<double name="Value">-80</double>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10656">
					<Properties>
						<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">Boss5</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10657">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10658">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>51.5</X>
									<Y>4.9000001</Y>
									<Z>51</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10659">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX10660">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX10661">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10662">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>51.5</X>
									<Y>2.9000001</Y>
									<Z>51</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX10663">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX10664">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10665">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10666">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10667">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX10668">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10669">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10670">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10671">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10672">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

while true do
scanForHumans()
&#9;wait()
--m = math.random(1,3)
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10673">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX10674">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">155000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10675">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10676">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10677">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 30
saythis(30,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 90
saythis(90,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10678">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10679">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>52.5</X>
									<Y>9.40000057</Y>
									<Z>39.5149803</Z>
									<R00>0.470213503</R00>
									<R01>0.840475023</R01>
									<R02>-0.269260108</R02>
									<R10>1.36491926e-005</R10>
									<R11>0.30508545</R11>
									<R12>0.952324986</R12>
									<R20>0.882552683</R20>
									<R21>-0.447799772</R21>
									<R22>0.143443838</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX10680">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX10681">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10682">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>52.5</X>
									<Y>3.4000001</Y>
									<Z>51</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX10683">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX10684">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX10685">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10686">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>52.5</X>
									<Y>24.9446163</Y>
									<Z>51</Z>
									<R00>-2.40805548e-005</R00>
									<R01>0.930922508</R01>
									<R02>-0.365216702</R02>
									<R10>2.4318977e-005</R10>
									<R11>0.365216702</R11>
									<R12>0.930922508</R12>
									<R20>1</R20>
									<R21>1.35354348e-005</R21>
									<R22>-3.14337085e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX10687">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX10688">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10689">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>52.5</X>
									<Y>9.40000057</Y>
									<Z>61.5928116</Z>
									<R00>-0.642615557</R00>
									<R01>0.754861951</R01>
									<R02>-0.13125813</R02>
									<R10>3.28111782e-005</R10>
									<R11>0.171340168</R11>
									<R12>0.985211909</R12>
									<R20>0.766188741</R20>
									<R21>0.633108258</R21>
									<R22>-0.110130623</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX10690">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX10691">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX10692">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX10693">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX10694">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10695">
					<Properties>
						<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">Ray2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX10696">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-4.95729065</X>
								<Y>260.764954</Y>
								<Z>60.5001221</Z>
								<R00>1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
								<R11>-1</R11>
								<R12>-3.05171125e-005</R12>
								<R20>3.05171125e-005</R20>
								<R21>3.05180438e-005</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">BeamRay</string>
							<float name="Reflectance">0.100000001</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.100000001</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>175</X>
								<Y>1.20000005</Y>
								<Z>175</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX10697">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX10698">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">script.Parent.Ray.Touched:connect(function(hit)
h = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
if h then
h:TakeDamage(math.random(12,25))
end end)

for i = 1,470 do wait() print(i)
for _,things in pairs(script.Parent:GetChildren()) do
if things.Name == &quot;Ray&quot; then
things.CFrame = things.CFrame + Vector3.new(0, -1.6, 0)
end end end

script.Parent:remove()
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10699">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">21</int>
							<CoordinateFrame name="CFrame">
								<X>-3.4572916</X>
								<Y>281.164917</Y>
								<Z>113.000114</Z>
								<R00>5.34659193e-005</R00>
								<R01>4.31590452e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>-1</R11>
								<R12>-4.31590452e-005</R12>
								<R20>-0.99999994</R20>
								<R21>1.37802481e-009</R21>
								<R22>-5.3465923e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Ray</string>
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								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10728">
							<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">226</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>63</Y>
									<Z>57</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX10729">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10730">
							<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">226</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>71</Y>
									<Z>61</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10731">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>-50</X>
									<Y>71</Y>
									<Z>49</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10732">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

print(&quot;Made humanoid!&quot;)

script.Parent:MakeJoints()

print(&quot;Make joints!&quot;)

model = script.Parent.Parent
model.Name = &quot;Boss&quot;

print(&quot;Renamed to Boss!&quot;)

humanoidd.MaxHealth = script.Parent.Health.Value
humanoidd.Health = humanoidd.MaxHealth

print(&quot;Health turned!&quot;)

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end

--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10733">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10734">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">42600</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10735">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10736">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">37</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10737">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">15</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10738">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10739">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10740">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
--[[
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S6.Position, game.Workspace.Map.S6)
until
(script.Parent.Torso.Position - game.Workspace.Map.S6.Position).magnitude &lt; 15.7
--]]
while true do
&#9;wait()
--&#9;script.Parent.Torso.BodyPosition.position = script.Parent.Torso.Position
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10741">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX10742">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 1800

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
script.Parent.Kill.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
   game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10743">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;OnGuard&quot;,&quot;Boulder&quot;,&quot;Ray&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 3

wait(5)

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;OnGuard&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.Shape = &quot;Ball&quot;
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -4.4, -20)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -4.4, -20)
&#9;&#9;Wave.Size = Wave.Size + Vector3.new(3.5,3.5,3.5)
&#9;&#9;Wave.Transparency = Wave.Transparency + 0.1
&#9;&#9;end
&#9;&#9;Wave:remove()
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,5 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
--[[
elseif attack == &quot;Ray&quot; then
if script.Parent.Zombie.Health &lt;= script.Parent.Zombie.MaxHealth / 2 then
m.Parent = game.Workspace
m.Text = &quot;ZAWS is trying to summon the RAY OF FIRE...&quot; wait(3)
m.Text = &quot;WARNING! ZAWS HAS SUMMONED RAY OF FIRE!&quot;
wait(3)
m.Text = &quot;EVACUATE ALL CATAPULTS!&quot; wait(3) m.Parent = nil
game.Lighting.Ray:clone().Parent = game.Workspace.Map
else
m.Parent = game.Workspace
m.Text = &quot;ZAWS is trying to summon the RAY OF FIRE...&quot; wait(3)
m.Text = &quot;Summoning process failed!&quot;
wait(3)
m.Parent = nil
end-]]
end

end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10744">
					<Properties>
						<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">SandStormDesert</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX10745">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">226</int>
							<CoordinateFrame name="CFrame">
								<X>0</X>
								<Y>0.200000003</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Base</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>512</X>
								<Y>0.400000006</Y>
								<Z>512</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10746">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1029</int>
							<CoordinateFrame name="CFrame">
								<X>25.796463</X>
								<Y>58</Y>
								<Z>150.796432</Z>
								<R00>0.707119286</R00>
								<R01>1.65160982e-005</R01>
								<R02>0.707094252</R02>
								<R10>-3.98728844e-005</R10>
								<R11>1</R11>
								<R12>1.65165966e-005</R12>
								<R20>-0.707094193</R20>
								<R21>-3.98730917e-005</R21>
								<R22>0.707119346</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
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							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</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>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>481</X>
								<Y>136.800003</Y>
								<Z>61</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10755">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-143.5</X>
								<Y>1</Y>
								<Z>24.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S1</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10756">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-35.5</X>
								<Y>1</Y>
								<Z>18.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S2</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10757">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>25.5</X>
								<Y>1</Y>
								<Z>35.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S3</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10758">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>92.5</X>
								<Y>1</Y>
								<Z>162.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S4</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10759">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>39.5</X>
								<Y>1</Y>
								<Z>86.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S5</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX10760">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-57.5</X>
								<Y>1</Y>
								<Z>120.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">S6</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10761">
					<Properties>
						<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">Statue1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10762">
						<Properties>
							<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">Statue</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="IntValue" referent="RBX10763">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10764">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">wait(1)

humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Target&quot;
humanoidd.MaxHealth = script.Parent.Health.Value
humanoidd.Health = humanoidd.MaxHealth

model = script.Parent
model.Parent.Name = &quot;Statue&quot;
model:MakeJoints()
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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;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;Target&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10765">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Target&quot;)

wait(1)

enemy.Target.MaxHealth = enemy.Health.Value
enemy.Target.Health = enemy.Target.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Statue&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10766">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10767">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">50000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10768">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10769">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10770">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Target&quot;)

script.Parent.Target.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
--script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Target.Health = 0
end
end)
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10771">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">568</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10772">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>41.3788147</X>
									<Y>12.3954678</Y>
									<Z>8.16491699</Z>
									<R00>-0.395528257</R00>
									<R01>0.918453813</R01>
									<R02>8.71481916e-006</R02>
									<R10>-0.918453813</R10>
									<R11>-0.395528257</R11>
									<R12>4.226889e-005</R12>
									<R20>4.22689809e-005</R20>
									<R21>8.7143826e-006</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10773">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>43</X>
									<Y>1.89999998</Y>
									<Z>8</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Part</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>1</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX10774">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX10775">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10776">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>44.9822998</X>
									<Y>14.2034893</Y>
									<Z>8.16491699</Z>
									<R00>0.134115919</R00>
									<R01>0.990965664</R01>
									<R02>-2.90115122e-006</R02>
									<R10>-0.990965664</R10>
									<R11>0.134115919</R11>
									<R12>4.30610889e-005</R12>
									<R20>4.30611544e-005</R20>
									<R21>-2.90023604e-006</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10777">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>42.9533691</X>
									<Y>16.9849682</Y>
									<Z>10.109436</Z>
									<R00>-0.271944612</R00>
									<R01>0.918442786</R01>
									<R02>-0.287243813</R02>
									<R10>-0.631429493</R10>
									<R11>-0.395553887</R11>
									<R12>-0.66695869</R12>
									<R20>-0.726183832</R20>
									<R21>-1.59447836e-006</R21>
									<R22>0.687500596</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
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										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10806">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10807">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10808">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-318.5</X>
									<Y>56.6000023</Y>
									<Z>-63.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10809">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-318.5</X>
									<Y>56.6000023</Y>
									<Z>-62.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10810">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10811">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-318.5</X>
									<Y>58.6000023</Y>
									<Z>-61.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10812">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-318.5</X>
									<Y>58.6000023</Y>
									<Z>-64.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10813">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 24

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10814">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10815">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10816">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10817">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10818">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10819">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10820">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10821">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10822">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10823">
					<Properties>
						<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">MagicianDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10824">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10825">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>77.5</X>
									<Y>3.4000001</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>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10826">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>77.5</X>
									<Y>5</Y>
									<Z>0</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10827">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=15392960</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=53386441</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10828">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>76.5</X>
									<Y>1.39999998</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>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10829">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=63717022</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.5</X>
										<Y>-3.4000001</Y>
										<Z>1.70000005</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=4855443</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10830">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BackSurfaceInput">0</token>
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									<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10854">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10855">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10856">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10857">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-330.5</X>
									<Y>56.6000023</Y>
									<Z>-6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10858">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-330.5</X>
									<Y>56.6000023</Y>
									<Z>-5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10859">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10860">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-330.5</X>
									<Y>58.6000023</Y>
									<Z>-4.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10861">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-330.5</X>
									<Y>58.6000023</Y>
									<Z>-7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10862">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 24

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10863">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10864">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10865">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10866">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10867">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10868">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10869">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10870">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10871">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10872">
					<Properties>
						<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">Enemy1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10873">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10874">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">106</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>73.5999985</Y>
									<Z>33</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10875">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX10876">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">face</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><null></null></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10877">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>67.5999985</Y>
									<Z>33</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX10878">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10879">
								<Properties>
									<CoordinateFrame name="C0">
										<X>6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10880">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10881">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX10882">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10883">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>59.6000023</Y>
									<Z>31</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10884">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">106</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>59.6000023</Y>
									<Z>35</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX10885">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10886">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>67.5999985</Y>
									<Z>39</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10887">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>-301</X>
									<Y>67.5999985</Y>
									<Z>27</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10888">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

script.Parent:MakeJoints()

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10889">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10890">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">4750</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10891">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10892">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10893">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10894">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10895">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10896">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10897">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10898">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10899">
					<Properties>
						<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">Enemy2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX10900">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX10901">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">106</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>73.5999985</Y>
									<Z>-78</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX10902">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX10903">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">face</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><null></null></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10904">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>67.5999985</Y>
									<Z>-78</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
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									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">0</float>
								<float name="RightParamB">0</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
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									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
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								<token name="TopSurface">3</token>
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								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
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								<Vector3 name="size">
									<X>8</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX10905">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2.5</X>
										<Y>-7</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>
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										<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>
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										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10906">
								<Properties>
									<CoordinateFrame name="C0">
										<X>6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
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										<R01>0</R01>
										<R02>-1</R02>
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										<R11>1</R11>
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										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10907">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX10908">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
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										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
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									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX10909">
								<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>
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										<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>
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									</CoordinateFrame>
									<string name="Name">Neck</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX10910">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>59.6000023</Y>
									<Z>-80</Z>
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									<R01>0</R01>
									<R02>-1</R02>
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									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<float name="LeftParamB">0.5</float>
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								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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">
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									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</Z>
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								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
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								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
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									<Z>-5.04194546</Z>
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									<X>4</X>
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								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10911">
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								<bool name="Anchored">true</bool>
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								<float name="BottomParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">106</int>
								<CoordinateFrame name="CFrame">
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									<Y>59.6000023</Y>
									<Z>-76</Z>
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									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
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								<Vector3 name="RotVelocity">
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									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</Z>
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								<float name="TopParamA">-0.5</float>
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								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
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								<token name="formFactorRaw">0</token>
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								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX10912">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10913">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>67.5999985</Y>
									<Z>-72</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
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									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<Vector3 name="RotVelocity">
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									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">
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								<token name="formFactorRaw">0</token>
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								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10914">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<token name="BackSurfaceInput">0</token>
								<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>369</X>
									<Y>67.5999985</Y>
									<Z>-84</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
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								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10915">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 10

script.Parent:MakeJoints()

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10916">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10917">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">4750</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10918">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10919">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10920">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10921">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX10922">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10923">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10924">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10925">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
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								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10941">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>369.5</X>
									<Y>58.6000023</Y>
									<Z>-52.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10942">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 14

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10943">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10944">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10945">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10946">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">19</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10947">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10948">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10949">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10950">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10951">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10952">
					<Properties>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
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								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10967">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>371.5</X>
									<Y>58.6000023</Y>
									<Z>147.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10968">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 24

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10969">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10970">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10971">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10972">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10973">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10974">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10975">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10976">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX10977">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX10978">
					<Properties>
						<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>
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								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX10993">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>351.5</X>
									<Y>58.6000023</Y>
									<Z>126.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10994">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 14

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10995">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX10996">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10997">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10998">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">19</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX10999">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11000">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11001">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11002">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11003">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11004">
					<Properties>
						<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">Enemy6</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11005">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
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									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11019">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-316.5</X>
									<Y>58.6000023</Y>
									<Z>-107.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11020">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 14

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11021">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11022">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11023">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11024">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">19</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11025">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11026">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11027">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11028">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11029">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11030">
					<Properties>
						<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">Enemy7</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11031">
						<Properties>
							<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>
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							</Properties>
						</Item>
						<Item class="Part" referent="RBX11045">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>-298.5</X>
									<Y>58.6000023</Y>
									<Z>-64.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11046">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 14

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11047">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11048">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11049">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11050">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">19</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11051">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11052">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11053">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11054">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11055">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11056">
					<Properties>
						<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">Enemy8</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11057">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11058">
							<Properties>
								<bool name="Anchored">false</bool>
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								<token 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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>365.5</X>
									<Y>58.6000023</Y>
									<Z>-92.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">1</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11072">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 24

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11073">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11074">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11075">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11076">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11077">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11078">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11079">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">40</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11080">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch3&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Target&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11081">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11082">
					<Properties>
						<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">Voltket1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11083">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11084">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>4.9000001</Y>
									<Z>100.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11085">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX11086">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX11087">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11088">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>2.9000001</Y>
									<Z>100.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX11089">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX11090">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11091">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11092">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11093">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX11094">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11095">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
--model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11096">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end

</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11097">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11098">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

while true do
&#9;wait()
--m = math.random(1,3)
&#9;local target = game.Workspace:findFirstChild(&quot;Statue&quot;)
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11099">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX11100">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">55000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11101">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11102">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11103">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 5
saythis(5,0)
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11104">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11105">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>28.4850197</X>
									<Y>9.40082645</Y>
									<Z>101.5</Z>
									<R00>-0.88252151</R00>
									<R01>0.447852731</R01>
									<R02>-0.143469959</R02>
									<R10>2.07410758e-005</R10>
									<R11>0.305115789</R11>
									<R12>0.952315271</R12>
									<R20>0.470271945</R20>
									<R21>0.840435743</R21>
									<R22>-0.269280553</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11106">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11107">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11108">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>3.4000001</Y>
									<Z>101.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>-0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11109">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11110">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX11111">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11112">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>24.9453945</Y>
									<Z>101.5</Z>
									<R00>-1</R00>
									<R01>8.01873921e-006</R01>
									<R02>4.24034988e-005</R02>
									<R10>4.24031132e-005</R10>
									<R11>0.365197718</R11>
									<R12>0.930929959</R12>
									<R20>-8.02077648e-006</R20>
									<R21>0.930929959</R21>
									<R22>-0.365197718</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11113">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11114">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11115">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>6.40718842</X>
									<Y>9.40082645</Y>
									<Z>101.5</Z>
									<R00>-0.76622802</R00>
									<R01>-0.633055508</R01>
									<R02>0.11016079</R02>
									<R10>4.58928262e-005</R10>
									<R11>0.171384215</R11>
									<R12>0.985204279</R12>
									<R20>-0.642568827</R20>
									<R21>0.754896164</R21>
									<R22>-0.131290317</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11116">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11117">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX11118">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX11119">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX11120">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11121">
					<Properties>
						<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">Voltket2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11122">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11123">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-43</X>
									<Y>4.9000001</Y>
									<Z>-96.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11124">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX11125">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX11126">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11127">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-43</X>
									<Y>2.9000001</Y>
									<Z>-96.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX11128">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX11129">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11130">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11131">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11132">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX11133">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11134">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
--model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11135">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end

</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11136">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11137">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

while true do
&#9;wait()
--m = math.random(1,3)
&#9;local target = game.Workspace:findFirstChild(&quot;Statue&quot;)
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11138">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX11139">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">55000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11140">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11141">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11142">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 5
saythis(5,0)
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11143">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11144">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-54.4850159</X>
									<Y>9.40136814</Y>
									<Z>-97.5</Z>
									<R00>0.882529676</R00>
									<R01>-0.447818488</R01>
									<R02>0.143526807</R02>
									<R10>-3.59267942e-005</R10>
									<R11>0.305145293</R11>
									<R12>0.952305794</R12>
									<R20>-0.470256656</R20>
									<R21>-0.840443373</R21>
									<R22>0.269283712</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11145">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11146">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11147">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-43</X>
									<Y>3.4000001</Y>
									<Z>-97.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>-0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>-1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11148">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11149">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX11150">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11151">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-43</X>
									<Y>24.9458332</Y>
									<Z>-97.5</Z>
									<R00>1</R00>
									<R01>4.24065584e-005</R01>
									<R02>-8.0206737e-006</R02>
									<R10>-8.0206737e-006</R10>
									<R11>0.365209699</R11>
									<R12>0.930926085</R12>
									<R20>4.24065584e-005</R20>
									<R21>-0.930926085</R21>
									<R22>0.365209699</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11152">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11153">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11154">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>-32.4071884</X>
									<Y>9.40136814</Y>
									<Z>-97.5</Z>
									<R00>0.766179204</R00>
									<R01>0.633120239</R01>
									<R02>-0.110135704</R02>
									<R10>1.5437603e-005</R10>
									<R11>0.171362221</R11>
									<R12>0.985211015</R12>
									<R20>0.642628312</R20>
									<R21>-0.754850626</R21>
									<R22>0.1312837</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11155">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11156">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX11157">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX11158">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX11159">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11160">
					<Properties>
						<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">Voltket3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11161">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11162">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-117.5</X>
									<Y>4.9000001</Y>
									<Z>62</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11163">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX11164">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX11165">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11166">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-117.5</X>
									<Y>2.9000001</Y>
									<Z>62</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX11167">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX11168">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11169">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11170">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11171">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX11172">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11173">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
--model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11174">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end

</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11175">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11176">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

while true do
&#9;wait()
--m = math.random(1,3)
&#9;local target = game.Workspace:findFirstChild(&quot;Statue&quot;)
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w1)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w2)
&#9;&#9;fire(game.Workspace.Statue.Statue.Torso.Position,script.Parent.w3)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11177">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX11178">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">55000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11179">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">12</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11180">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11181">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 5
saythis(5,0)
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11182">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11183">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-118.5</X>
									<Y>9.40231323</Y>
									<Z>73.4850159</Z>
									<R00>-0.470339864</R00>
									<R01>-0.840398431</R01>
									<R02>0.269278497</R02>
									<R10>3.74283482e-005</R10>
									<R11>0.305117488</R11>
									<R12>0.952314734</R12>
									<R20>-0.88248533</R20>
									<R21>0.447921604</R21>
									<R22>-0.143477485</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11184">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11185">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11186">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-118.5</X>
									<Y>3.4000001</Y>
									<Z>62</Z>
									<R00>0</R00>
									<R01>-1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11187">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11188">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX11189">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11190">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-118.5</X>
									<Y>24.9465294</Y>
									<Z>62</Z>
									<R00>9.57915036e-005</R00>
									<R01>-0.930898011</R01>
									<R02>0.365279227</R02>
									<R10>-3.56461242e-005</R10>
									<R11>0.365279227</R11>
									<R12>0.930898011</R12>
									<R20>-0.99999994</R20>
									<R21>-0.000102192906</R21>
									<R22>1.80774634e-006</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11191">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11192">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11193">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>-118.5</X>
									<Y>9.40231323</Y>
									<Z>51.4071884</Z>
									<R00>0.642636657</R00>
									<R01>-0.754832447</R01>
									<R02>0.131324247</R02>
									<R10>-2.610718e-005</R10>
									<R11>0.171381712</R11>
									<R12>0.985204697</R12>
									<R20>-0.766171098</R20>
									<R21>-0.633132041</R21>
									<R22>0.110116467</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX11194">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX11195">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX11196">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Target&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX11197">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX11198">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11199">
					<Properties>
						<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">WitchVillage</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11200">
						<Properties>
							<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">House</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11201">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-153</X>
									<Y>26.2000008</Y>
									<Z>75.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>12</X>
									<Y>1.20000005</Y>
									<Z>11</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11202">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-171</X>
									<Y>8.19999981</Y>
									<Z>52.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>12</X>
									<Y>6</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11203">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-176.5</X>
									<Y>8.19999981</Y>
									<Z>57.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>9</X>
									<Y>6</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11204">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-153</X>
									<Y>13</Y>
									<Z>52.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>48</X>
									<Y>3.60000014</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11205">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-153</X>
									<Y>15.4000006</Y>
									<Z>75.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>48</X>
									<Y>1.20000005</Y>
									<Z>47</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11206">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-153</X>
									<Y>16.6000004</Y>
									<Z>75.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
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								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX11449">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX11450">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11451">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11452">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX11453">
					<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">1002</int>
						<CoordinateFrame name="CFrame">
							<X>54.5</X>
							<Y>24.3000011</Y>
							<Z>19.5</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>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">NinjaStar</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>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.400000006</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX11454">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX11455">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11456">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11457">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 140

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX11458">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11112101</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>3</X>
								<Y>3</Y>
								<Z>3</Z>
							</Vector3>
							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11112112</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11459">
					<Properties>
						<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">ArcherSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11460">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11461">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>60</X>
									<Y>27.1000004</Y>
									<Z>35.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11462">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>60</X>
									<Y>28.7000008</Y>
									<Z>35.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11463">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=21057410</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.04999995</X>
										<Y>1.04999995</Y>
										<Z>1.04999995</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=45418818</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11464">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>60.0768814</X>
									<Y>26.9859943</Y>
									<Z>36.5</Z>
									<R00>-3.63578329e-005</R00>
									<R01>0.395384163</R01>
									<R02>0.918515861</R02>
									<R10>4.23479323e-005</R10>
									<R11>-0.918515801</R11>
									<R12>0.395384192</R12>
									<R20>1</R20>
									<R21>5.32725571e-005</R21>
									<R22>1.66515456e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2.79999995</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11465">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11466">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">217</int>
								<CoordinateFrame name="CFrame">
									<X>59.8396454</X>
									<Y>28.6540985</Y>
									<Z>36.5</Z>
									<R00>-0.0137776211</R00>
									<R01>0.110360496</R01>
									<R02>0.99379611</R02>
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									<R11>-0.986218154</R11>
									<R12>0.111217171</R12>
									<R20>0.992373765</R20>
									<R21>0.123264886</R21>
									<R22>6.94056944e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>1.60000002</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX11467">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
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						</Properties>
					</Item>
					<Item class="Sound" referent="RBX11511">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11512">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11513">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX11514">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11515">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">Bow</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11516">
						<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">217</int>
							<CoordinateFrame name="CFrame">
								<X>59.5000038</X>
								<Y>24.5953884</Y>
								<Z>35.5</Z>
								<R00>-3.26636837e-005</R00>
								<R01>0.99999994</R01>
								<R02>4.80205764e-010</R02>
								<R10>-0.99999994</R10>
								<R11>-3.26636837e-005</R11>
								<R12>4.31586013e-005</R12>
								<R20>4.31585977e-005</R20>
								<R21>9.29513244e-010</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11517">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX11518">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX11519">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11520">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11521">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11522">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.new(217)
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (1 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 1
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11523">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">GoldSword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11524">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>0</X>
								<Y>0.400000006</Y>
								<Z>-0.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11525">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11526">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11527">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11528">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 8
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11529">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">MCDiamondSword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11530">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>0</X>
								<Y>0.200000003</Y>
								<Z>-1</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>0.400000006</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Decal" referent="RBX11531">
							<Properties>
								<token name="Face">4</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=54062012</url></Content>
								<float name="Transparency">0</float>
							</Properties>
						</Item>
						<Item class="Decal" referent="RBX11532">
							<Properties>
								<token name="Face">1</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=54061525</url></Content>
								<float name="Transparency">0</float>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11533">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11534">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11535">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 30
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11536">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>1</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">SwordphinsSword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX11537">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11538">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11539">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 1337
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 5
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if hit.Parent.OverKill.Value &gt; game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value and game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Sunder.Value == true then
&#9;&#9;&#9;&#9;hum.Health = hum.Health + 1 
&#9;&#9;&#9;&#9;if debBBri == false and not hit.Parent.Torso:findFirstChild(&quot;Pulse&quot;) then debBBri = true
&#9;&#9;&#9;&#9;brick = Instance.new(&quot;Part&quot;, hit.Parent.Torso)
&#9;&#9;&#9;&#9;brick.Name = &quot;Pulse&quot;
&#9;&#9;&#9;&#9;brick.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;brick.BrickColor = BrickColor.new(&quot;Bright violet&quot;)
&#9;&#9;&#9;&#9;brick.Anchored = true 
&#9;&#9;&#9;&#9;brick.CanCollide = false
&#9;&#9;&#9;&#9;brick.BottomSurface = &quot;Smooth&quot; 
&#9;&#9;&#9;&#9;brick.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;brickmesh = Instance.new(&quot;SpecialMesh&quot;, brick)
&#9;&#9;&#9;&#9;brickmesh.MeshType = &quot;Sphere&quot;
&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;brickmesh.Scale = brickmesh.Scale + Vector3.new(1.05,0.85,1.05)
&#9;&#9;&#9;&#9;brick.Transparency = brick.Transparency + 0.1 
&#9;&#9;&#9;&#9;brick.CFrame = hit.Parent.Torso.CFrame
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;brick:remove()
&#9;&#9;&#9;&#9;end debBBri = false
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.frc.Value &lt; 1 then
&#9;&#9;stats.frc.Value = 120
&#9;&#9;stats.Strength.Value = stats.Strength.Value + stats.fr.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.vac.Value &lt; 1 and stats.VordanAce.Value == true then
&#9;&#9;stats.vac.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(2,1,5)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)
&#9;
&#9;for i = 1,20 do wait()
&#9;meshbri.Scale = meshbri.Scale + Vector3.new(0,0,0.55)
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.wcfc.Value &lt; 1 and stats.WarriorCryForm.Value == true then
&#9;&#9;stats.wcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.WarriorDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.xsc.Value &lt; 1 and stats[&quot;X-Slash&quot;].Value == true then
&#9;&#9;stats.xsc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Saw:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX11540">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5999999</X>
								<Y>24.6000004</Y>
								<Z>26.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX11541">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX11542">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>25.5</Y>
								<Z>26.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX11543">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX11544">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
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							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>26.1000004</Y>
								<Z>26.5</Z>
								<R00>-1</R00>
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								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
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							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX11545">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX11546">
						<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">1001</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5</X>
								<Y>29.5</Y>
								<Z>26.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Hitter</string>
							<float name="Reflectance">1</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>6.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX11547">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
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									<Y>0</Y>
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								</Vector3>
								<Vector3 name="Scale">
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									<Y>1</Y>
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								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
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								</Vector3>
							</Properties>
						</Item>
					</Item>
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						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
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							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
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								<Y>27.3999996</Y>
								<Z>28.2000008</Z>
								<R00>-1</R00>
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								<R02>3.94332637e-005</R02>
								<R10>3.94338094e-005</R10>
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								<R20>1.75317236e-005</R20>
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							<float name="Friction">0.300000012</float>
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						</Properties>
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								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
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									<Y>0</Y>
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								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
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									<X>1</X>
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								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX11550">
						<Properties>
							<bool name="Anchored">false</bool>
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							<float name="BottomParamB">0.5</float>
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							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1001</int>
							<CoordinateFrame name="CFrame">
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								<Y>28.735218</Y>
								<Z>27.3721294</Z>
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								<R22>-0.522344232</R22>
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							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
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							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
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								<Y>0</Y>
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							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX11551">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0.100000001</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX11552">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
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							<token 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">1001</int>
							<CoordinateFrame name="CFrame">
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								<Y>27.2181454</Y>
								<Z>24.5986938</Z>
								<R00>-0.999780655</R00>
								<R01>1.29299106e-005</R01>
								<R02>-0.020942416</R02>
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								<R11>0.52245903</R11>
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								<R20>0.010952577</R20>
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								<R22>-0.522344232</R22>
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							<bool name="CanCollide">false</bool>
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							<token name="FrontSurfaceInput">0</token>
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							<token name="LeftSurfaceInput">0</token>
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							<string name="Name">Part</string>
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								<Y>0</Y>
								<Z>0</Z>
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							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
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								<Z>3</Z>
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						</Properties>
						<Item class="BlockMesh" referent="RBX11553">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
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					<Item class="Part" referent="RBX11554">
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							<bool name="Anchored">false</bool>
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							<CoordinateFrame name="CFrame">
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							<token name="LeftSurfaceInput">0</token>
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							<string name="Name">Part</string>
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								<Y>0</Y>
								<Z>0</Z>
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								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
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							<token name="shape">1</token>
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						</Properties>
						<Item class="BlockMesh" referent="RBX11555">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
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									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
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									<Y>1</Y>
									<Z>1</Z>
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								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11556">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BackupWeld</string>
							<ProtectedString name="Source">function Weld(x,y)
&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;W.Part0 = x
&#9;W.Part1 = y
&#9;local CJ = CFrame.new(x.Position)
&#9;local C0 = x.CFrame:inverse()*CJ
&#9;local C1 = y.CFrame:inverse()*CJ
&#9;W.C0 = C0
&#9;W.C1 = C1
&#9;W.Parent = x
end

function Get(A)
&#9;if A.className == &quot;Part&quot; then
&#9;&#9;Weld(script.Parent.Handle, A)
&#9;&#9;A.Anchored = false
&#9;else
&#9;&#9;local C = A:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;Get(C[i])
&#9;&#9;end
&#9;end
end

function Finale()
&#9;Get(script.Parent)
end

script.Parent.Equipped:connect(Finale)
script.Parent.Unequipped:connect(Finale)
Finale()</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11557">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BackupWeld</string>
							<ProtectedString name="Source">function Weld(x,y)
&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;W.Part0 = x
&#9;W.Part1 = y
&#9;local CJ = CFrame.new(x.Position)
&#9;local C0 = x.CFrame:inverse()*CJ
&#9;local C1 = y.CFrame:inverse()*CJ
&#9;W.C0 = C0
&#9;W.C1 = C1
&#9;W.Parent = x
end

function Get(A)
&#9;if A.className == &quot;Part&quot; then
&#9;&#9;Weld(script.Parent.Handle, A)
&#9;&#9;A.Anchored = false
&#9;else
&#9;&#9;local C = A:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;Get(C[i])
&#9;&#9;end
&#9;end
end

function Finale()
&#9;Get(script.Parent)
end

script.Parent.Equipped:connect(Finale)
script.Parent.Unequipped:connect(Finale)
Finale()</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11558">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<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">BoldStaff</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=10758325</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11559">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>26.8999996</Y>
								<Z>16.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX11560">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">EquipSound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>http://www.roblox.com/asset/?id=10756118</url></Content>
								<float name="Volume">0.5</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX11561">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=26414793</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=16818870</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX11562">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Spark</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value



function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(4)
ball.SparkSound.Looped = false
ball.SparkSound:Stop()
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11563">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11564">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11565">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">WizardStaff</string>
							<ProtectedString name="Source">dmg = 10

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function fire(v)

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;local spark = Instance.new(&quot;Fire&quot;)

&#9;local SparkSound = Instance.new(&quot;Sound&quot;)
&#9;SparkSound.Name = &quot;SparkSound&quot;
&#9;SparkSound.SoundId = &quot;http://www.roblox.com/asset/?id=10756104&quot;
&#9;SparkSound.Parent = missile
&#9;SparkSound.Volume = .1
&#9;SparkSound.Looped = true
        
&#9;spark.Parent = missile

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 10)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(1,1,1)
&#9;missile.Velocity = v * 75
&#9;missile.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;missile.Shape = 0
&#9;missile.Reflectance = 0.5
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Spark&quot;
&#9;missile.Reflectance = 0


&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,98,0)
&#9;force.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile
&#9;
&#9;local new_script = script.Parent.Spark:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;SparkSound:Play()

end



function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 1.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
&#9;staffUp()
&#9;wait(reload)

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,15)
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11566">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<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">JusticeWand</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=10758325</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11567">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>26.8999996</Y>
								<Z>16.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX11568">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">EquipSound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>http://www.roblox.com/asset/?id=10756118</url></Content>
								<float name="Volume">0.5</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX11569">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=32627623</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1.04999995</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=42847505</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX11570">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Spark</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value



function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(4)
ball.SparkSound.Looped = false
ball.SparkSound:Stop()
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11571">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11572">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11573">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">WizardStaff</string>
							<ProtectedString name="Source">dmg = 20

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function fire(v)

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;local spark = Instance.new(&quot;Fire&quot;)

&#9;local SparkSound = Instance.new(&quot;Sound&quot;)
&#9;SparkSound.Name = &quot;SparkSound&quot;
&#9;SparkSound.SoundId = &quot;http://www.roblox.com/asset/?id=10756104&quot;
&#9;SparkSound.Parent = missile
&#9;SparkSound.Volume = .1
&#9;SparkSound.Looped = true
        
&#9;spark.Parent = missile

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 10)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(1,1,1)
&#9;missile.Velocity = v * 75
&#9;missile.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;missile.Shape = 0
&#9;missile.Reflectance = 0.5
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Spark&quot;
&#9;missile.Reflectance = 0


&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,98,0)
&#9;force.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile
&#9;
&#9;local new_script = script.Parent.Spark:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;SparkSound:Play()

end



function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 1.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
&#9;staffUp()
&#9;wait(reload)

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11574">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">FierySword</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11575">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-14.3999996</X>
								<Y>26.1000004</Y>
								<Z>15.5</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11576">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1080954</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>7</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11577">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11578">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11579">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 30
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,15)
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11580">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">BraveryScythe</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11581">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-14.3999996</X>
								<Y>26.1000004</Y>
								<Z>15.5</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11582">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=28140935 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=27739981</url></Content>
								<Vector3 name="VertexColor">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11583">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11584">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11585">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 100
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 3
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.ac.Value &lt; 1 then
&#9;&#9;stats.ac.Value = 30
&#9;&#9;h = me:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;h.Health = h.Health + stats.a.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,8,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.awc.Value &lt; 1 and stats.ArcWings.Value == true then
&#9;&#9;stats.awc.Value = 8
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;suit(game.Lighting.MWings)
&#9;&#9;repeat wait() until me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;win = me:findFirstChild(&quot;Wings&quot;)
&#9;&#9;if win then
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A1.Transparency = win.A1.Transparency - 0.1
&#9;&#9;win.S1.Transparency = win.S1.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A2.Transparency = win.A2.Transparency - 0.1
&#9;&#9;win.S2.Transparency = win.S2.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A3.Transparency = win.A3.Transparency - 0.1
&#9;&#9;win.S3.Transparency = win.S3.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A4.Transparency = win.A4.Transparency - 0.1
&#9;&#9;win.S4.Transparency = win.S4.Transparency - 0.1 end
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;win.A5.Transparency = win.A5.Transparency - 0.1
&#9;&#9;win.S5.Transparency = win.S5.Transparency - 0.1 end
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,15)
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Intelligence.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;times = 0
&#9;&#9;times = stats.aws.Value
&#9;&#9;repeat wait() times = times - 1
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;for i = 1,10 do wait()
&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(2,2,2)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;end
&#9;&#9;until times == 0
&#9;&#9;Wavee:remove()
&#9;&#9;&#9;for i = 1,15 do wait()
&#9;&#9;&#9;win.A1.Transparency = win.A1.Transparency + 0.1
&#9;&#9;&#9;win.A2.Transparency = win.A2.Transparency + 0.1 
&#9;&#9;&#9;win.A3.Transparency = win.A3.Transparency + 0.1 
&#9;&#9;&#9;win.A4.Transparency = win.A4.Transparency + 0.1 
&#9;&#9;&#9;win.A5.Transparency = win.A5.Transparency + 0.1
&#9;&#9;&#9;win.S1.Transparency = win.S1.Transparency + 0.1
&#9;&#9;&#9;win.S2.Transparency = win.S2.Transparency + 0.1 
&#9;&#9;&#9;win.S3.Transparency = win.S3.Transparency + 0.1 
&#9;&#9;&#9;win.S4.Transparency = win.S4.Transparency + 0.1 
&#9;&#9;&#9;win.S5.Transparency = win.S5.Transparency + 0.1 
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;win:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.mcfc.Value &lt; 1 and stats.MagicianCryForm.Value == true then
&#9;&#9;stats.mcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.MagicianDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.evc.Value &lt; 1 and stats.ev.Value == true then
&#9;&#9;stats.evc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;things.Character.Humanoid.Health=things.Character.Humanoid.Health+stats.evs.Value
&#9;&#9;m = Wave:clone()
&#9;&#9;m.Parent = things.Character.Torso
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;g&quot; then
&#9;&#9;if stats.rec.Value &lt; 1 and stats.re.Value == true then
&#9;&#9;stats.rec.Value = 60
&#9;&#9;tablee = {}
&#9;&#9;for _,things in pairs(game.Players:GetPlayers()) do
&#9;&#9;if things.Character then
&#9;&#9;if things.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;table.insert(tablee,things)
&#9;&#9;end
&#9;&#9;end
&#9;&#9;end
&#9;&#9;if #tablee&gt;0 then
&#9;&#9;local rand = math.random(1,#tablee)
&#9;&#9;local selected = tablee[rand]
&#9;&#9;print(selected)
&#9;&#9;pp = selected
&#9;&#9;if pp.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;&#9;if pp.Character then
&#9;&#9;&#9;&#9;pp.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;pp.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;&#9;pp.PlayerGui.GameGui.Revive.Visible = true
&#9;&#9;end
&#9;&#9;end
--&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11586">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.70000005</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">PurpleKatana</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11587">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5999999</X>
								<Y>26.6000004</Y>
								<Z>12.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX11588">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX11589">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11442510</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=22542337</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11590">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11591">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11592">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 6

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11593">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.70000005</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">BlueKatana</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11594">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5999999</X>
								<Y>26.6000004</Y>
								<Z>12.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX11595">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX11596">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11442510</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=20577502</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11597">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11598">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11599">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 14

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 2
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()

&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11600">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.70000005</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">AutumnBlade</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11601">
						<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">21</int>
							<CoordinateFrame name="CFrame">
								<X>-6.5999999</X>
								<Y>26.6000004</Y>
								<Z>12.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX11602">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX11603">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=64861811 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.20000005</X>
									<Y>1.20000005</Y>
									<Z>1.5</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=64862468 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11604">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11605">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11606">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 37

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 2
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()

&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11607">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>2</Y>
							<Z>0</Z>
							<R00>-3.26622794e-005</R00>
							<R01>-1.37827629e-013</R01>
							<R02>1</R02>
							<R10>0.000129473003</R10>
							<R11>-1</R11>
							<R12>4.2287458e-009</R12>
							<R20>1</R20>
							<R21>0.000129473003</R21>
							<R22>3.26622794e-005</R22>
						</CoordinateFrame>
						<string name="Name">SorcusBlade</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11444089</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX11608">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11609">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11610">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 1874

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Thundiga.Value == true and debbie == false then deb = true
&#9;&#9;&#9;&#9;m = math.random(1,2)
&#9;&#9;&#9;&#9;if m == 1 then game.Lighting.Poison:clone().Parent = hit.Parent.Torso end debbie = false end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.guc.Value &lt; 1 then
&#9;&#9;stats.guc.Value = 45
&#9;&#9;stats.Defense.Value = stats.Defense.Value + stats.gu.Value
&#9;&#9;me.Humanoid.MaxHealth = 100
&#9;&#9;me.Humanoid.MaxHealth = me.Humanoid.MaxHealth + stats.Defense.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait()
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 0, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.Material = &quot;Slate&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(12,1,12)
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(0, 1, 0)
--&#9;&#9;&#9;Wavee.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;wait(1.5)
&#9;&#9;for i = 1 , 15 do
--&#9;&#9;&#9;WaveeMesh.Scale = WaveMesh.Scale + Vector3.new(0, 1, 0)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
--&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.thc.Value &lt; 1 and stats.Thundiga.Value == true then
&#9;&#9;stats.thc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 3
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
&#9;else return end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.ncfc.Value &lt; 1 and stats.NinjaCryForm.Value == true then
&#9;&#9;stats.ncfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NinjaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.ssc.Value &lt; 1 and stats.SarStar.Value == true then
&#9;&#9;stats.ssc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaStar:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX11611">
						<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>-6.75169754</X>
								<Y>26.6369247</Y>
								<Z>11.5335121</Z>
								<R00>-0.987800479</R00>
								<R01>-0.0282151382</R01>
								<R02>0.153147131</R02>
								<R10>0.0284354445</R10>
								<R11>-0.999595344</R11>
								<R12>-0.000752046471</R12>
								<R20>0.153106391</R20>
								<R21>0.00361193554</R21>
								<R22>0.988203108</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">3</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>0.800002098</X>
								<Y>4.96999884</Y>
								<Z>0.200000003</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX11612">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX11613">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=53351910 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.75</X>
									<Y>0.75</Y>
									<Z>0.75</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id= 53352041 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11614">
					<Properties>
						<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">DeathSlayerSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11615">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11616">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>26</X>
									<Y>27.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11617">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>26</X>
									<Y>28.7000008</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11618">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1172117</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.10000002</X>
										<Y>0.899999976</Y>
										<Z>1.10000002</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=1125479</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11619">
							<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">21</int>
								<CoordinateFrame name="CFrame">
									<X>27.8934937</X>
									<Y>28.5891018</Y>
									<Z>19.910574</Z>
									<R00>-0.677619219</R00>
									<R01>-0.122315645</R01>
									<R02>-0.725164294</R02>
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									<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11630">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>27.833477</X>
									<Y>26.7765579</Y>
									<Z>20.5299854</Z>
									<R00>9.4770021e-006</R00>
									<R01>-1</R01>
									<R02>-4.92305917e-005</R02>
									<R10>0.388302714</R10>
									<R11>-4.16876137e-005</R11>
									<R12>0.921531856</R12>
									<R20>-0.921531856</R20>
									<R21>-2.78497319e-005</R21>
									<R22>0.388302714</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.100000001</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Decal" referent="RBX11631">
								<Properties>
									<token name="Face">4</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=31488026</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX11632">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11633">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>24.5</X>
									<Y>27.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX11634">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11635">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>25.5</X>
									<Y>25.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX11636">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11637">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>26.5</X>
									<Y>25.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX11638">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>28.2000008</X>
							<Y>26.6000004</Y>
							<Z>23.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">DeathSlayerRocket</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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX11639">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX11640">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11641">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11642">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX11643">
						<Properties>
							<Color3 name="Color">4294934528</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4294901760</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11644">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">DeathSlayer</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11645">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>47.6000023</X>
								<Y>26.5999928</Y>
								<Z>22.4999981</Z>
								<R00>3.05175781e-005</R00>
								<R01>-1</R01>
								<R02>-3.05175781e-005</R02>
								<R10>-3.05175781e-005</R10>
								<R11>-3.05175781e-005</R11>
								<R12>1</R12>
								<R20>-1</R20>
								<R21>-3.05175781e-005</R21>
								<R22>-3.05175781e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11646">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=12771349</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=12771330</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX11647">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

stats = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics
script.Parent.Dmg.Value = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11648">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11649">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 0
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

local damage = script.Parent.Dmg.Value + dmg

local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
stats = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics
damage = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
slash_damage = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
lunge_damage = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;swordOut()
&#9;wait(.25)
&#9;force.Parent = nil
&#9;wait(.5)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.dc.Value &lt; 1 then
&#9;&#9;stats.dc.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,10)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;end end)
&#9;amnt = 3
&#9;Wave.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.dbc.Value &lt; 1 then
&#9;&#9;stats.dbc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,5)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerRocket:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
&#9;----------
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX11650">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>12.2000008</X>
							<Y>31.6000042</Y>
							<Z>5.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">DeathSlayerBossRocket</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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX11651">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX11652">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11653">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11654">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX11655">
						<Properties>
							<Color3 name="Color">4294934528</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4294901760</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11656">
					<Properties>
						<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">Boss9</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11657">
						<Properties>
							<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>
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							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-153.5</X>
									<Y>3.4000001</Y>
									<Z>-122.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11672">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 18

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.NinjaSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11673">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11674">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11675">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11676">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX11677">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">4000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11678">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11679">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">145</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11680">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11681">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11682">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;SarStar&quot;,&quot;Spin&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 1

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;SarStar&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.NinjaBossStar:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11683">
					<Properties>
						<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">Boss7</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11684">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11685">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>4.9000001</Y>
									<Z>123</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11686">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX11687">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11688">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>3.4000001</Y>
									<Z>123</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX11689">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX11690">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11691">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11692">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11693">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11694">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>1.39999998</Y>
									<Z>122.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11695">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>1.39999998</Y>
									<Z>123.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX11696">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11697">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>3.4000001</Y>
									<Z>124.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11698">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>275.5</X>
									<Y>3.4000001</Y>
									<Z>121.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11699">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DeathSlayerSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11700">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11701">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11702">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11703">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX11704">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11705">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">35</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11706">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">45</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11707">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 30
saythis(30,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 90
saythis(90,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11708">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11709">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Death&quot;,&quot;DeathBlow&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait(3)

while wait(time) do
attack = skills[math.random(1,#skills)]--[[
if me:findFirstChild(&quot;Zombie&quot;).Health &lt; me:findFirstChild(&quot;Zombie&quot;).MaxHealth / 2 then
time = 5
else
time = 15
end--]]
if attack == &quot;Death&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
elseif attack == &quot;DeathBlow&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerBossRocket:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;dmg = me.MaxDmg:clone()
&#9;dmg.Parent = missile
&#9;dmg.Name = &quot;Dmg&quot;

&#9;missile.Parent = game.Workspace

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11710">
					<Properties>
						<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">Boss8</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11711">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11712">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>4.9000001</Y>
									<Z>-54</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11713">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX11714">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11715">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>3.4000001</Y>
									<Z>-54</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX11716">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX11717">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11718">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11719">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11720">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11721">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>1.39999998</Y>
									<Z>-54.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11722">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>1.39999998</Y>
									<Z>-53.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX11723">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11724">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>3.4000001</Y>
									<Z>-52.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11725">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-200.5</X>
									<Y>3.4000001</Y>
									<Z>-55.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11726">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DeathSlayerSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11727">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11728">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11729">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11730">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX11731">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">700000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11732">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">35</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11733">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">105</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11734">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11735">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11736">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Death&quot;,&quot;DeathBlow&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait(3)

while wait(time) do
attack = skills[math.random(1,#skills)]
if me:findFirstChild(&quot;Zombie&quot;).Health &lt; me:findFirstChild(&quot;Zombie&quot;).MaxHealth / 2 then
time = 5
if me.Head:findFirstChild(&quot;Fire&quot;) then
print(&quot;NEH!&quot;)
else
fi = Instance.new(&quot;Fire&quot;, me.Head)
fi.Name = &quot;Fire&quot;
end
else
time = 15
end
if attack == &quot;Death&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
elseif attack == &quot;DeathBlow&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerBossRocket:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;dmg = me.MaxDmg:clone()
&#9;dmg.Parent = missile
&#9;dmg.Name = &quot;Dmg&quot;

&#9;missile.Parent = game.Workspace

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX11737">
					<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">1002</int>
						<CoordinateFrame name="CFrame">
							<X>-151.5</X>
							<Y>5.5999999</Y>
							<Z>-122.5</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>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">NinjaBossStar</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>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.400000006</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX11738">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX11739">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11740">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX11741">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 140

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX11742">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11112101</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>3</X>
								<Y>3</Y>
								<Z>3</Z>
							</Vector3>
							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11112112</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11743">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">THEBestBow</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11744">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>24.6000004</Y>
								<Z>44.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11745">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX11746">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX11747">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11748">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11749">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11750">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 100

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.Random()
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (6 * 10)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 1
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11751">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">BetterBow</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11752">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>24.6000004</Y>
								<Z>44.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0.5</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>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>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11753">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX11754">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX11755">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11756">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11757">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11758">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 10

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.Random()
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (2 * 10)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 1
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11759">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">BetterBowV2</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11760">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>24.6000004</Y>
								<Z>44.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">1</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11761">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX11762">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX11763">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11764">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11765">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11766">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 20

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.Random()
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (3 * 10)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX11767">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0.25</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">BestBow</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX11768">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>-14.5</X>
								<Y>24.6000004</Y>
								<Z>44.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX11769">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX11770">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

pellet = script.Parent
damage = script.Parent.Dmg.Value
welded = false
function stick(hit) 
&#9;welded = true
&#9;-- joint myself to the thing i hit 
&#9;local weld = Instance.new(&quot;Weld&quot;) 

&#9;weld.Part0 = pellet 
&#9;weld.Part1 = hit 

&#9;local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

&#9;local CJ = CFrame.new(HitPos) 
&#9;local C0 = pellet.CFrame:inverse() *CJ 
&#9;local C1 = hit.CFrame:inverse() * CJ 

&#9;weld.C0 = C0 
&#9;weld.C1 = C1 

&#9;weld.Parent = pellet 
end

function onTouched(hit)
&#9;if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
&#9;humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid.Health = humanoid.Health - damage
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;player = game.Players:findFirstChild(script.Parent.Name)
game.Players:findFirstChild(script.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Name).Comboc.Value = 10
&#9;&#9;if player then
&#9;&#9;&#9;stats = player.Statistics
&#9;&#9;&#9;if stats.PoisonDart.Value == true then
&#9;&#9;&#9;&#9;game.Lighting.Poison:clone().Parent = hit.Parent.Torso
&#9;&#9;&#9;end
&#9;&#9;&#9;if stats.ExplosiveArrow.Value == true then
&#9;&#9;&#9;&#9;&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Parent = script.Parent
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Anchored = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CanCollide = false
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Locked = true
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Shape = &quot;Ball&quot;
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end end)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = 0
&#9;&#9;&#9;&#9;&#9;&#9;for i = 1,10 do wait()
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(3,3,3)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.CFrame = script.Parent.CFrame
&#9;&#9;&#9;&#9;&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.1
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;else
&#9;&#9;wait(2)
&#9;&#9;connection:disconnect()
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = pellet.Touched:connect(onTouched)

wait(2)
if welded then wait(2) end
pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX11771">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Arrow</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX11772">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11773">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX11774">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">dmg = 30

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent
VELOCITY = 150 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.Random()
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)
&#9;local pelletCF = CFrame.new(head.Position,  head.Position + dir)
&#9;local missile = Pellet:clone()
&#9;missile.CFrame = pelletCF * offset

&#9;missile.Name = vPlayer.Name

&#9;local delta = mouse_pos - missile.CFrame.p
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (4 * 10)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
        
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3
&#9;script.Parent.Dmg:clone().Parent = missile
&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.tic.Value &lt; 1 then
&#9;&#9;stats.tic.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Arrow:clone()
&#9;amnt = 1
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.acfc.Value &lt; 1 and stats.ArcherCryForm.Value == true then
&#9;&#9;stats.acfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.ArcherDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

script.Parent.Equipped:connect(function(m)

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;for i=1,1 do
&#9;&#9;for j=1,1 do
&#9;&#9;&#9;fire(targetPos, CFrame.new(i,j,-5))
&#9;&#9;end
&#9;end

&#9;wait(2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11775">
					<Properties>
						<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">VasilMinionSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11776">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11777">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>27.1000004</Y>
									<Z>42.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11778">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>29.3000011</Y>
									<Z>42.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11779">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=14762211</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.04999995</X>
										<Y>1.04999995</Y>
										<Z>1.04999995</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=14762197</url></Content>
									<Vector3 name="VertexColor">
										<X>0</X>
										<Y>3</Y>
										<Z>6</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11780">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>55.5101242</X>
									<Y>27.7602291</Y>
									<Z>41.2001801</Z>
									<R00>-0.87460351</R00>
									<R01>0.000385329127</R01>
									<R02>0.484821379</R02>
									<R10>-0.48482132</R10>
									<R11>0.000237882137</R11>
									<R12>-0.874608099</R12>
									<R20>-0.000450178981</R20>
									<R21>-0.99999541</R21>
									<R22>-1.28746033e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11781">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
									<Vector3 name="VertexColor">
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						</Properties>
					</Item>
					<Item class="Script" referent="RBX11831">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 340

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="CylinderMesh" referent="RBX11832">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>-1</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11833">
					<Properties>
						<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">Boss6</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11834">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11835">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>53.5</X>
									<Y>18.5</Y>
									<Z>56</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX11836">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX11837">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11838">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>53.5</X>
									<Y>17</Y>
									<Z>56</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX11839">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX11840">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11841">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11842">
								<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>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX11843">
								<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>
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										<R11>1</R11>
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										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX11844">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>53.5</X>
									<Y>15</Y>
									<Z>56.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
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									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11845">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
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								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>53.5</X>
									<Y>15</Y>
									<Z>55.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
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									<R20>-1</R20>
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									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX11846">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11847">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>53.5</X>
									<Y>17</Y>
									<Z>54.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX11848">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>53.5</X>
									<Y>17</Y>
									<Z>57.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11849">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DarkKnightBossSuit)

model:MakeJoints()

wait(5)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11850">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11851">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11852">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX11853">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX11854">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11855">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">35</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11856">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">105</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11857">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 50
saythis(50,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 150
saythis(150,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX11858">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX11859">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Death&quot;,&quot;DeathBlow&quot;,&quot;Repeat&quot;}

function textAll(mess,duration)
m = game.Lighting.EnemyGui
for _,things in pairs(game.Players:GetPlayers()) do
&#9;if things.PlayerGui then
&#9;&#9;a = m:clone()
&#9;&#9;a.Parent = things.PlayerGui
&#9;&#9;a.TextLabel.Text = mess
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(a,duration)
&#9;end
end
end

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

wait(3)

while wait(math.random(1.5,3)) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Death&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.3
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;DeathBlow&quot; then

textAll(&quot;Kuroshin Berserk Blow!&quot;,3)

me.Zombie.WalkSpeed = 5
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for x = 1,5 do
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,1,1)
&#9;&#9;for i = 1 , 10 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;end
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.DarkKnightBlow:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;dmg = me.MaxDmg:clone()
&#9;dmg.Parent = missile
&#9;dmg.Name = &quot;Dmg&quot;

&#9;missile.Parent = game.Workspace

me.Zombie.WalkSpeed = 20

elseif attack == &quot;Repeat&quot; then
textAll(&quot;SHIRUKUN FURY&quot;,3)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wavee.Size = Vector3.new(2, 20, 2)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, 0, -4)

&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(50)
&#9;&#9;&#9;end end)

&#9;myTorso = script.Parent.Torso

&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;&#9;for i = 1,30 do wait()
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, 0, -4)
&#9;&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;end
&#9;&#9;Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11860">
					<Properties>
						<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">StarterSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX11861">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX11862">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-1</X>
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										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=68325023</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11993">
					<Properties>
						<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">PowerSphere</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX11994">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>77</X>
								<Y>2.4000001</Y>
								<Z>29</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Head</string>
							<float name="Reflectance">0.5</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>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>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>4</X>
								<Y>4</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX11995">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)

game:GetService(&quot;Debris&quot;):AddItem(script.Parent,30)

m = math.random(1,7)

this = script.Parent
thing = this.Parent

if m == 1 then
thing.Name = &quot;De-Fogger&quot;
elseif m == 2 then
thing.Name = &quot;Invincible&quot;
elseif m == 3 then
thing.Name = &quot;De-Fogger&quot;
elseif m == 4 then
thing.Name = &quot;Short-Ranged Boom&quot;
elseif m == 5 then
thing.Name = &quot;Gold Pick-Up&quot;
elseif m == 6 then
thing.Name = &quot;Faith Points Pick-Up&quot;
elseif m == 7 then
thing.Name = &quot;Exp Charge&quot;
end

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

script.Parent.Touched:connect(function(hit)

if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
hu = hit.Parent:findFirstChild(&quot;Humanoid&quot;)

if thing.Name == &quot;De-Fogger&quot; then
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; activated the De-Fogger! A bit of fog worned away!&quot;
game.Lighting.FogEnd = game.Lighting.FogEnd + 20
game:GetService(&quot;Debris&quot;):AddItem(m,5)
thing:remove()
elseif thing.Name == &quot;Invincible&quot; then
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; is now invincible for 15 seconds!&quot;
ff = Instance.new(&quot;ForceField&quot;,hit.Parent)
game:GetService(&quot;Debris&quot;):AddItem(ff,15)
thing:remove()
elseif thing.Name == &quot;Short-Ranged Boom&quot; then
me = hit.Parent

&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,10)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(999)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 5, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
thing:remove()
elseif thing.Name == &quot;Exp Charge&quot; then
exp = math.random(1,30)
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; won &quot; ..exp.. &quot; EXP!&quot;
game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.Exp.Value = game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.Exp.Value + exp
thing:remove()
elseif thing.Name == &quot;Gold Pick-Up&quot; then
gp = math.random(3,50)
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; won &quot; ..gp.. &quot; gold!&quot;
game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.Gold.Value = game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.Gold.Value + gp
thing:remove()
else
fp = math.random(3,50)
m.Parent = workspace
game:GetService(&quot;Debris&quot;):AddItem(m,5)
m.Text = hit.Parent.Name.. &quot; won &quot; ..fp.. &quot; faith points!&quot;
game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.FaithPoints.Value = game.Players:GetPlayerFromCharacter(hit.Parent).Statistics.FaithPoints.Value + fp
thing:remove()
end

end
end)
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Humanoid" referent="RBX11996">
						<Properties>
							<float name="Health">0</float>
							<float name="MaxHealth">0</float>
							<string name="Name">Humanoid</string>
							<token name="NameOcclusion">0</token>
							<float name="WalkSpeed">16</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX11997">
					<Properties>
						<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">ZombieTown</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX11998">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>90.4999695</X>
								<Y>41.1999931</Y>
								<Z>-171.645432</Z>
								<R00>-1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
								<R11>1</R11>
								<R12>3.05171125e-005</R12>
								<R20>-3.05171125e-005</R20>
								<R21>3.05180438e-005</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>307</X>
								<Y>81.5999985</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX11999">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>231.995209</X>
								<Y>41.1999664</Y>
								<Z>-101.209961</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>195</X>
								<Y>81.5999985</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Model" referent="RBX12000">
						<Properties>
							<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">Defender&apos;s Base</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12001">
							<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">5</int>
								<CoordinateFrame name="CFrame">
									<X>103</X>
									<Y>14.1999998</Y>
									<Z>-61</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>27.6000004</Y>
									<Z>50</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Model" referent="RBX12002">
							<Properties>
								<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">Ladder</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX12003">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">4</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">26</int>
									<CoordinateFrame name="CFrame">
										<X>111</X>
										<Y>8.80000019</Y>
										<Z>-77</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<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">
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									<R00>1</R00>
									<R01>3.05180438e-005</R01>
									<R02>-3.05171125e-005</R02>
									<R10>-3.05171125e-005</R10>
									<R11>1</R11>
									<R12>3.05180438e-005</R12>
									<R20>3.05180438e-005</R20>
									<R21>-3.05171125e-005</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX12206">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12207">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>1.09997559</X>
									<Y>572.230286</Y>
									<Z>0.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12208">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>-0.5</X>
									<Y>572.200012</Y>
									<Z>0.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12209">
					<Properties>
						<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">Building Machine Gun Turret...</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX12210">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>17.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>0.400000006</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX12211">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12212">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-70</X>
								<Y>18.4000072</Y>
								<Z>-18.0000153</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Turret</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2.4000001</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX12213">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">AimScript</string>
								<ProtectedString name="Source">cooldown = 0 --0.5, how fast until it recharges to launch another bullet
range = 30 --100, how far can the turret sense if a enemy is nearby
timeForBuilding = 0 --0, adds the regenerationRate by the number here
regenerationRate = 1 --1, how much it adds to the building queue
totalBuildTime = 500 --100, the total health OR ammo
dmg = 75 --20, damage of the turret

hu = Instance.new(&quot;Humanoid&quot;)
hu.Name = &quot;TurretH&quot;
hu.MaxHealth = totalBuildTime
hu.Health = 1
hu.Parent = script.Parent.Parent

script.Parent.Parent:MakeJoints()

wait(0.5)

h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

print(&quot;Working Turret!&quot;)

wait()
c = script.Parent.Parent:GetChildren()
for i = 1, #c do
if c[i].className == &quot;Seat&quot; or c[i].className == &quot;Part&quot; then
c[i]:MakeJoints()
end
end

function Check()
if h.Health == h.MaxHealth then
return true
else return end
end

repeat wait(timeForBuilding) 
h.Health = h.Health + regenerationRate
until Check()

script.Parent.Remover.Disabled = false

function fire(Target)
P = Instance.new(&quot;Part&quot;) 
Place0 = CFrame.new(script.Parent.CFrame.x,script.Parent.CFrame.y,script.Parent.CFrame.z) 
local Place1 = Target.Position --CFrame
P.formFactor = 0 
P.Size = Vector3.new(1,1,(Place0.p - Place1).magnitude) 
P.Name = &quot;Laser&quot; 
P.CFrame = CFrame.new((Place0.p + Place1)/2,Place0.p) 
P.Parent = game.Workspace 
P.BrickColor = BrickColor.new(&quot;Bright yellow&quot;) 
P.Anchored = true 
P.CanCollide = false 
P.Locked = true 
P.BottomSurface = &quot;Smooth&quot; 
P.TopSurface = &quot;Smooth&quot;



m = Instance.new(&quot;BlockMesh&quot;)
m.Parent = P
m.Scale = Vector3.new(0.2,0.2,1)
wait() 
P.Transparency=0.1  
wait() 
P.Transparency=0.3 
wait() 
P.Transparency=0.4  
wait() 
P.Transparency=0.6 
wait() 
P.Transparency=0.7 
wait() 
P.Transparency=0.9 
wait() 
P.Parent = nil 
Target.Parent.Zombie.Health = Target.Parent.Zombie.Health - dmg
end

--[[function fire(pos)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;missile.CFrame = CFrame.new(script.Parent.CFrame * Vector3.new(0,0,-6), pos)

   local m = Instance.new(&quot;SpecialMesh&quot;)
&#9;m.MeshType = &quot;Sphere&quot;
&#9;m.Scale = Vector3.new(0.5,0.5,0.5) -- How big the bullet will look; change if you want
&#9;m.Parent = missile

&#9;missile.Size = Vector3.new(1,1,1)

&#9;missile.Velocity = pos * 500

&#9;missile.Shape = 1

&#9;missile.BottomSurface = 0

&#9;missile.TopSurface = 0

&#9;missile.Name = &quot;Ball&quot;

&#9;missile.Elasticity = 0

&#9;missile.Reflectance = .1

&#9;missile.Friction = .3

&#9;missile.CanCollide = false

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,6)



&#9;local force = Instance.new(&quot;BodyForce&quot;)

&#9;force.force = Vector3.new(0,200,0)

&#9;force.Parent = missile

--&#9;local newscript = script.Parent.Damage:clone()
--&#9;newscript.Disabled = false
--&#9;newscript.Parent = missile

&#9;script.Parent.BrickCleanup:clone().Parent = missile

&#9;newscript = script.Parent.Paintball:clone()

&#9;newscript.Disabled = false

&#9;newscript.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)

&#9;creator_tag.Value = script.Parent

&#9;creator_tag.Name = &quot;creator&quot;

&#9;creator_tag.Parent = missile

&#9;missile.Parent = workspace
end--]]

script.Parent:MakeJoints()

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = range
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

while true do
&#9;&#9;wait()
      script.Parent.Parent.Name = &quot;Turret Ammunition: &quot; ..h.Health.. &quot; ||| Range: &quot; ..range
      print(&quot;SELECTING UNIT&quot;)
&#9;&#9;local target = findNearestTorso(script.Parent.Parent.Torso.Position)
&#9;&#9;print(target)
&#9;&#9;if target ~= nil and h.Health &gt; 0 then
      print(&quot;FIRING&quot;)
&#9;&#9;script.Parent.CFrame = CFrame.new(script.Parent.Parent.Torso.Position, target.Position)
&#9;&#9;local targetPos = h.TargetPoint
&#9;&#9;local lookAt = (targetPos - script.Parent.Position).unit
&#9;&#9;fire(target)
      h.Health = h.Health - 1
      print(&quot;FIRED&quot;)
      wait(cooldown)
else
&#9;&#9;script.Parent.Parent.Name = &quot;Awaiting nearby enemies... ||| Range: &quot; ..range
&#9;&#9;print(&quot;MUMAMIAA&quot;)
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="BlockMesh" referent="RBX12214">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12215">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

while wait() do

if h.Health &lt; 1 then
script.Parent.AimScript.Disabled = true
script.Parent.Parent.Name = &quot;Turret expired!&quot;
wait(10)
script.Parent.Parent:remove()

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12216">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>19.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Head</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>3.60000014</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX12217">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>3.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12218">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>24.2000008</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Torso</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>6</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX12219">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>0.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyPosition" referent="RBX12220">
							<Properties>
								<float name="D">1250</float>
								<string name="Name">BodyPosition</string>
								<float name="P">10000</float>
								<Vector3 name="maxForce">
									<X>4000</X>
									<Y>4000</Y>
									<Z>4000</Z>
								</Vector3>
								<Vector3 name="position">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyGyro" referent="RBX12221">
							<Properties>
								<float name="D">500</float>
								<string name="Name">BodyGyro</string>
								<float name="P">3000</float>
								<CoordinateFrame name="cframe">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<Vector3 name="maxTorque">
									<X>400000</X>
									<Y>0</Y>
									<Z>400000</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12222">
					<Properties>
						<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">Building Normal Turret...</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX12223">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>17.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<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">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>0.400000006</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX12224">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12225">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-70</X>
								<Y>18.4000072</Y>
								<Z>-18.0000153</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Turret</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2.4000001</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX12226">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">AimScript</string>
								<ProtectedString name="Source">cooldown = 1.2 --0.5, how fast until it recharges to launch another bullet
range = 50 --100, how far can the turret sense if a enemy is nearby
timeForBuilding = 0 --0, adds the regenerationRate by the number here
regenerationRate = 1 --1, how much it adds to the building queue
totalBuildTime = 100 --100, the total health OR ammo
dmg = 100 --20, damage of the turret

hu = Instance.new(&quot;Humanoid&quot;)
hu.Name = &quot;TurretH&quot;
hu.MaxHealth = totalBuildTime
hu.Health = 1
hu.Parent = script.Parent.Parent

script.Parent.Parent:MakeJoints()

wait(0.5)

h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

print(&quot;Working Turret!&quot;)

wait()
c = script.Parent.Parent:GetChildren()
for i = 1, #c do
if c[i].className == &quot;Seat&quot; or c[i].className == &quot;Part&quot; then
c[i]:MakeJoints()
end
end

function Check()
if h.Health == h.MaxHealth then
return true
else return end
end

repeat wait(timeForBuilding) 
h.Health = h.Health + regenerationRate
until Check()

script.Parent.Remover.Disabled = false

function fire(Target)
P = Instance.new(&quot;Part&quot;) 
Place0 = CFrame.new(script.Parent.CFrame.x,script.Parent.CFrame.y,script.Parent.CFrame.z) 
local Place1 = Target.Position --CFrame
P.formFactor = 0 
P.Size = Vector3.new(1,1,(Place0.p - Place1).magnitude) 
P.Name = &quot;Laser&quot; 
P.CFrame = CFrame.new((Place0.p + Place1)/2,Place0.p) 
P.Parent = game.Workspace 
P.BrickColor = BrickColor.new(&quot;Bright yellow&quot;) 
P.Anchored = true 
P.CanCollide = false 
P.Locked = true 
P.BottomSurface = &quot;Smooth&quot; 
P.TopSurface = &quot;Smooth&quot;



m = Instance.new(&quot;BlockMesh&quot;)
m.Parent = P
m.Scale = Vector3.new(0.2,0.2,1)
wait() 
P.Transparency=0.1  
wait() 
P.Transparency=0.3 
wait() 
P.Transparency=0.4  
wait() 
P.Transparency=0.6 
wait() 
P.Transparency=0.7 
wait() 
P.Transparency=0.9 
wait() 
P.Parent = nil 
Target.Parent.Zombie.Health = Target.Parent.Zombie.Health - dmg
end

--[[function fire(pos)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;missile.CFrame = CFrame.new(script.Parent.CFrame * Vector3.new(0,0,-6), pos)

   local m = Instance.new(&quot;SpecialMesh&quot;)
&#9;m.MeshType = &quot;Sphere&quot;
&#9;m.Scale = Vector3.new(0.5,0.5,0.5) -- How big the bullet will look; change if you want
&#9;m.Parent = missile

&#9;missile.Size = Vector3.new(1,1,1)

&#9;missile.Velocity = pos * 500

&#9;missile.Shape = 1

&#9;missile.BottomSurface = 0

&#9;missile.TopSurface = 0

&#9;missile.Name = &quot;Ball&quot;

&#9;missile.Elasticity = 0

&#9;missile.Reflectance = .1

&#9;missile.Friction = .3

&#9;missile.CanCollide = false

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,6)



&#9;local force = Instance.new(&quot;BodyForce&quot;)

&#9;force.force = Vector3.new(0,200,0)

&#9;force.Parent = missile

--&#9;local newscript = script.Parent.Damage:clone()
--&#9;newscript.Disabled = false
--&#9;newscript.Parent = missile

&#9;script.Parent.BrickCleanup:clone().Parent = missile

&#9;newscript = script.Parent.Paintball:clone()

&#9;newscript.Disabled = false

&#9;newscript.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)

&#9;creator_tag.Value = script.Parent

&#9;creator_tag.Name = &quot;creator&quot;

&#9;creator_tag.Parent = missile

&#9;missile.Parent = workspace
end--]]

script.Parent:MakeJoints()

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = range
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

while true do
&#9;&#9;wait()
      script.Parent.Parent.Name = &quot;Turret Ammunition: &quot; ..h.Health.. &quot; ||| Range: &quot; ..range
      print(&quot;SELECTING UNIT&quot;)
&#9;&#9;local target = findNearestTorso(script.Parent.Parent.Torso.Position)
&#9;&#9;print(target)
&#9;&#9;if target ~= nil and h.Health &gt; 0 then
      print(&quot;FIRING&quot;)
&#9;&#9;script.Parent.CFrame = CFrame.new(script.Parent.Parent.Torso.Position, target.Position)
&#9;&#9;local targetPos = h.TargetPoint
&#9;&#9;local lookAt = (targetPos - script.Parent.Position).unit
&#9;&#9;fire(target)
      h.Health = h.Health - 1
      print(&quot;FIRED&quot;)
      wait(cooldown)
else
&#9;&#9;script.Parent.Parent.Name = &quot;Awaiting nearby enemies... ||| Range: &quot; ..range
&#9;&#9;print(&quot;MUMAMIAA&quot;)
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="BlockMesh" referent="RBX12227">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12228">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

while wait() do

if h.Health &lt; 1 then
script.Parent.AimScript.Disabled = true
script.Parent.Parent.Name = &quot;Turret expired!&quot;
wait(10)
script.Parent.Parent:remove()

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12229">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>19.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<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">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>3.60000014</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX12230">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>3.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12231">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>24.2000008</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Torso</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>6</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX12232">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>0.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyPosition" referent="RBX12233">
							<Properties>
								<float name="D">1250</float>
								<string name="Name">BodyPosition</string>
								<float name="P">10000</float>
								<Vector3 name="maxForce">
									<X>4000</X>
									<Y>4000</Y>
									<Z>4000</Z>
								</Vector3>
								<Vector3 name="position">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyGyro" referent="RBX12234">
							<Properties>
								<float name="D">500</float>
								<string name="Name">BodyGyro</string>
								<float name="P">3000</float>
								<CoordinateFrame name="cframe">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<Vector3 name="maxTorque">
									<X>400000</X>
									<Y>0</Y>
									<Z>400000</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12235">
					<Properties>
						<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">Building Sniper Turret...</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX12236">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>17.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.200000003</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>0.400000006</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="CylinderMesh" referent="RBX12237">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12238">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>-70</X>
								<Y>18.4000072</Y>
								<Z>-18.0000153</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Turret</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.200000003</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2.4000001</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX12239">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">AimScript</string>
								<ProtectedString name="Source">cooldown = 4.5 --0.5, how fast until it recharges to launch another bullet
range = 125 --100, how far can the turret sense if a enemy is nearby
timeForBuilding = 0.5 --0, adds the regenerationRate by the number here
regenerationRate = 1 --1, how much it adds to the building queue
totalBuildTime = 90 --100, the total health OR ammo
dmg = 505 --20, damage of the turret

hu = Instance.new(&quot;Humanoid&quot;)
hu.Name = &quot;TurretH&quot;
hu.MaxHealth = totalBuildTime
hu.Health = 1
hu.Parent = script.Parent.Parent

script.Parent.Parent:MakeJoints()

wait(0.5)

h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

print(&quot;Working Turret!&quot;)

wait()
c = script.Parent.Parent:GetChildren()
for i = 1, #c do
if c[i].className == &quot;Seat&quot; or c[i].className == &quot;Part&quot; then
c[i]:MakeJoints()
end
end

function Check()
if h.Health == h.MaxHealth then
return true
else return end
end

repeat wait(timeForBuilding) 
h.Health = h.Health + regenerationRate
until Check()

script.Parent.Remover.Disabled = false

function fire(Target)
P = Instance.new(&quot;Part&quot;) 
Place0 = CFrame.new(script.Parent.CFrame.x,script.Parent.CFrame.y,script.Parent.CFrame.z) 
local Place1 = Target.Position --CFrame
P.formFactor = 0 
P.Size = Vector3.new(1,1,(Place0.p - Place1).magnitude) 
P.Name = &quot;Laser&quot; 
P.CFrame = CFrame.new((Place0.p + Place1)/2,Place0.p) 
P.Parent = game.Workspace 
P.BrickColor = BrickColor.new(&quot;Bright yellow&quot;) 
P.Anchored = true 
P.CanCollide = false 
P.Locked = true 
P.BottomSurface = &quot;Smooth&quot; 
P.TopSurface = &quot;Smooth&quot;



m = Instance.new(&quot;BlockMesh&quot;)
m.Parent = P
m.Scale = Vector3.new(0.2,0.2,1)
wait() 
P.Transparency=0.1  
wait() 
P.Transparency=0.3 
wait() 
P.Transparency=0.4  
wait() 
P.Transparency=0.6 
wait() 
P.Transparency=0.7 
wait() 
P.Transparency=0.9 
wait() 
P.Parent = nil 
Target.Parent.Zombie.Health = Target.Parent.Zombie.Health - dmg
end

--[[function fire(pos)

&#9;local missile = Instance.new(&quot;Part&quot;)

&#9;missile.CFrame = CFrame.new(script.Parent.CFrame * Vector3.new(0,0,-6), pos)

   local m = Instance.new(&quot;SpecialMesh&quot;)
&#9;m.MeshType = &quot;Sphere&quot;
&#9;m.Scale = Vector3.new(0.5,0.5,0.5) -- How big the bullet will look; change if you want
&#9;m.Parent = missile

&#9;missile.Size = Vector3.new(1,1,1)

&#9;missile.Velocity = pos * 500

&#9;missile.Shape = 1

&#9;missile.BottomSurface = 0

&#9;missile.TopSurface = 0

&#9;missile.Name = &quot;Ball&quot;

&#9;missile.Elasticity = 0

&#9;missile.Reflectance = .1

&#9;missile.Friction = .3

&#9;missile.CanCollide = false

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,6)



&#9;local force = Instance.new(&quot;BodyForce&quot;)

&#9;force.force = Vector3.new(0,200,0)

&#9;force.Parent = missile

--&#9;local newscript = script.Parent.Damage:clone()
--&#9;newscript.Disabled = false
--&#9;newscript.Parent = missile

&#9;script.Parent.BrickCleanup:clone().Parent = missile

&#9;newscript = script.Parent.Paintball:clone()

&#9;newscript.Disabled = false

&#9;newscript.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)

&#9;creator_tag.Value = script.Parent

&#9;creator_tag.Name = &quot;creator&quot;

&#9;creator_tag.Parent = missile

&#9;missile.Parent = workspace
end--]]

script.Parent:MakeJoints()

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = range
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

while true do
&#9;&#9;wait()
      script.Parent.Parent.Name = &quot;Turret Ammunition: &quot; ..h.Health.. &quot; ||| Range: &quot; ..range
      print(&quot;SELECTING UNIT&quot;)
&#9;&#9;local target = findNearestTorso(script.Parent.Parent.Torso.Position)
&#9;&#9;print(target)
&#9;&#9;if target ~= nil and h.Health &gt; 0 then
      print(&quot;FIRING&quot;)
&#9;&#9;script.Parent.CFrame = CFrame.new(script.Parent.Parent.Torso.Position, target.Position)
&#9;&#9;local targetPos = h.TargetPoint
&#9;&#9;local lookAt = (targetPos - script.Parent.Position).unit
&#9;&#9;fire(target)
      h.Health = h.Health - 1
      print(&quot;FIRED&quot;)
      wait(cooldown)
else
&#9;&#9;script.Parent.Parent.Name = &quot;Awaiting nearby enemies... ||| Range: &quot; ..range
&#9;&#9;print(&quot;MUMAMIAA&quot;)
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="BlockMesh" referent="RBX12240">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12241">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">h = script.Parent.Parent:findFirstChild(&quot;TurretH&quot;)

while wait() do

if h.Health &lt; 1 then
script.Parent.AimScript.Disabled = true
script.Parent.Parent.Name = &quot;Turret expired!&quot;
wait(10)
script.Parent.Parent:remove()

end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12242">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>19.3999996</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Head</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.200000003</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>3.60000014</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX12243">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>3.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX12244">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">2</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">2</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>-64.5</X>
								<Y>24.2000008</Y>
								<Z>-17.5</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>
							<float name="Elasticity">0.5</float>
							<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>
							<token name="Material">256</token>
							<string name="Name">Torso</string>
							<float name="Reflectance">0.300000012</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.200000003</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>6</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX12245">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>0.5</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyPosition" referent="RBX12246">
							<Properties>
								<float name="D">1250</float>
								<string name="Name">BodyPosition</string>
								<float name="P">10000</float>
								<Vector3 name="maxForce">
									<X>4000</X>
									<Y>4000</Y>
									<Z>4000</Z>
								</Vector3>
								<Vector3 name="position">
									<X>0</X>
									<Y>50</Y>
									<Z>0</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyGyro" referent="RBX12247">
							<Properties>
								<float name="D">500</float>
								<string name="Name">BodyGyro</string>
								<float name="P">3000</float>
								<CoordinateFrame name="cframe">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<Vector3 name="maxTorque">
									<X>400000</X>
									<Y>0</Y>
									<Z>400000</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12248">
					<Properties>
						<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">BoulderModel</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX12249">
						<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>6.5</X>
								<Y>45.4000015</Y>
								<Z>0.5</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">1</float>
							<float name="Friction">0</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">816</token>
							<string name="Name">TankBoulder</string>
							<float name="Reflectance">0.200000003</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.899999976</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>5</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX12250">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX12251">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">ball = script.Parent.TankBoulder
damage = 35
function onTouched(hit) 
if not hit.Parent or hit.Name == &quot;Bullet&quot; or hit.Name == &quot;Paintball&quot; or hit.Parent.Name == &quot;Zombie&quot; then return end
if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
hit.Parent.Humanoid:TakeDamage(damage)
else
print(&quot;FRIENDLY FIYA!&quot;)
end
end
ball.Touched:connect(onTouched) 



</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX12252">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<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">Pipebomb</string>
						<Content name="TextureId"><null></null></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Script" referent="RBX12253">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">Tool = script.Parent
VELOCITY = 100 -- constant
local Enabled = true 

local Pellet = script.Parent.Handle:clone()
Pellet.BrickColor = BrickColor.new(2)
script.Parent.Explosives:clone().Parent = Pellet
script.Parent.Script:clone().Parent = Pellet
script.Parent.Deh:clone().Parent = Pellet

function fire(mouse_pos)

&#9;script.Parent.Value.Value = 1
-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = mouse_pos - launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = Pellet:clone()
        

&#9;&#9;

&#9;missile.Position = launch
&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY

&#9;missile.Explosives.Disabled = false
&#9;missile.Deh.Disabled = false

&#9;missile.Name = &quot;PipeBomb&quot;
&#9;missile.Anchored = false
&#9;missile.CanCollide = true

&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end





function onActivated()

&#9;if script.Parent.Value.Value == 1 then
&#9;&#9;wait(0)
&#9;&#9;Tool.Parent = nil
&#9;else

&#9;&#9;Enabled = false

&#9;&#9;local character = Tool.Parent;
&#9;&#9;local humanoid = character.Humanoid
&#9;&#9;if humanoid == nil then
&#9;&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;&#9;return 
&#9;&#9;end

&#9;&#9;local targetPos = humanoid.TargetPoint

&#9;&#9;fire(targetPos)
&#9;&#9;wait(0)
&#9;&#9;Tool.Parent = nil
&#9;end
end

script.Parent.Activated:connect(onActivated)


</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12254">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Welding</string>
							<ProtectedString name="Source">function Weld(x,y)
&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;W.Part0 = x
&#9;W.Part1 = y
&#9;local CJ = CFrame.new(x.Position)
&#9;local C0 = x.CFrame:inverse()*CJ
&#9;local C1 = y.CFrame:inverse()*CJ
&#9;W.C0 = C0
&#9;W.C1 = C1
&#9;W.Parent = x
end

function Get(A)
&#9;if A.className == &quot;Part&quot; then
&#9;&#9;Weld(script.Parent.Handle, A)
&#9;&#9;A.Anchored = false
&#9;else
&#9;&#9;local C = A:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;Get(C[i])
&#9;&#9;end
&#9;end
end

function Finale()
&#9;Get(script.Parent)
end

script.Parent.Equipped:connect(Finale)
script.Parent.Unequipped:connect(Finale)
Finale()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX12255">
						<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">1003</int>
							<CoordinateFrame name="CFrame">
								<X>0.5</X>
								<Y>510.600006</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0.5</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1.60000002</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX12256">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX12257">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
&#9;mouse.Icon =&quot;rbxasset://textures\\GunCursor.png&quot;
&#9;&#9;end



Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12258">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">function onTouched()
script.Parent.Anchored = true
script.Parent.CanCollide = false
end

connection = script.Parent.Touched:connect(onTouched)</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12259">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Deh</string>
							<ProtectedString name="Source">local tool = script.Parent
wait(12)
if tool.Parent ~= nil then
tool.Parent = nil
end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX12260">
						<Properties>
							<string name="Name">Value</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12261">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Explosives</string>
							<ProtectedString name="Source">time = 10

m = Instance.new(&quot;Part&quot;)
m.Size = Vector3.new(1,1,1)
m.Position = script.Parent.Position
m.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
m.Shape = &quot;Ball&quot;
m.Transparency = 0
m.CanCollide = false
m.Anchored = true

function onTouched(hit)
if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
hit.Parent:findFirstChild(&quot;Zombie&quot;).Health = hit.Parent:findFirstChild(&quot;Zombie&quot;).Health - 43
end
end

connection = script.Parent.Touched:connect(onTouched)

wait(time)

m.Parent = script.Parent

duh = m.Touched:connect(onTouched)

while m.Transparency &lt; 1 do

wait()
m.Size = m.Size + Vector3.new(5.5,5.5,5.5)
m.Transparency = m.Transparency + 0.1
m.CFrame = script.Parent.CFrame

end

duh:disconnect()
script.Parent:remove()
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12262">
					<Properties>
						<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">Hunter1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12263">
						<Properties>
							<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">Hunter</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12264">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-30</X>
									<Y>3.4000001</Y>
									<Z>-99.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12265">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12266">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12267">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12268">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12269">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12270">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-29.5</X>
									<Y>1.39999998</Y>
									<Z>-99.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12271">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-30.5</X>
									<Y>1.39999998</Y>
									<Z>-99.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12272">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>-31.5</X>
									<Y>3.4000001</Y>
									<Z>-99.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12273">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>-28.5</X>
									<Y>3.4000001</Y>
									<Z>-99.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12274">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.WalkSpeed = 25
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;
&#9;
&#9;script.Parent.Script.Disabled = true
--&#9;script.Parent.TargetJumpAt.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

&#9;&#9;h = Instance.new(&quot;Hat&quot;)
&#9;&#9;p = Instance.new(&quot;Part&quot;)
&#9;&#9;h.Name = &quot;Viridian Hood&quot;
&#9;&#9;p.Parent = h
&#9;&#9;p.Position = script.Parent:findFirstChild(&quot;Head&quot;).Position
&#9;&#9;p.Name = &quot;Handle&quot; 
&#9;&#9;p.formFactor = 0
&#9;&#9;p.Size = Vector3.new(2, 0.1, 2) 
&#9;&#9;p.BottomSurface = 0 
&#9;&#9;p.TopSurface = 0 
&#9;&#9;p.Locked = true 
&#9;&#9;script.Parent.Mesh:clone().Parent = p
&#9;&#9;h.Parent = script.Parent
&#9;&#9;h.AttachmentForward = Vector3.new(-0, -0, -1)
&#9;&#9;h.AttachmentPos = Vector3.new(0, 0, 0)
&#9;&#9;h.AttachmentRight = Vector3.new(1, 0, 0)
&#9;&#9;h.AttachmentUp = Vector3.new(0, 1, 0)

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12275">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>-30</X>
									<Y>4.9000001</Y>
									<Z>-99.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12276">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12277">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12278">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12279">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</Y>
										<Z>0</Z>
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										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
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										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<string name="Name">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12280">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12281">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12282">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12283">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12284">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12285">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12286">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12287">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12288">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12289">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12290">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12291">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12292">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=55139322</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12293">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=42068342</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12294">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12295">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(1.5) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12296">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12297">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX12298">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=16952952</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1.04999995</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=16952946</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12299">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,3)

if m == 3 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12300">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12301">
					<Properties>
						<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">Smoker2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12302">
						<Properties>
							<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">Smoker</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12303">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>247</X>
									<Y>3.4000001</Y>
									<Z>128.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12304">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12305">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12306">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12307">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12308">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12309">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>247.5</X>
									<Y>1.39999998</Y>
									<Z>128.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12310">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>246.5</X>
									<Y>1.39999998</Y>
									<Z>128.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12311">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>245.5</X>
									<Y>3.4000001</Y>
									<Z>128.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12312">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>248.5</X>
									<Y>3.4000001</Y>
									<Z>128.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12313">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
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								<float name="BackParamB">0.5</float>
								<token 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">151</int>
								<CoordinateFrame name="CFrame">
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									<Y>4.9000001</Y>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
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								<token name="LeftSurfaceInput">0</token>
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								<token name="Material">256</token>
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								<token name="RightSurfaceInput">0</token>
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								<float name="TopParamB">0.5</float>
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								<token name="TopSurfaceInput">0</token>
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									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12331">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12332">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12333">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(30) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12334">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12335">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Removal</string>
								<ProtectedString name="Source">while true do
wait()
if (script.Parent.Name ~= &quot;SelectionPartLasso&quot;) then return end
wait(3)
script.Parent:Remove()
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12336">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12337">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">dist = 15

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
human = v.Character.Humanoid
tongue = Instance.new(&quot;SelectionPartLasso&quot;) 
pull = Instance.new(&quot;BodyPosition&quot;) 
tongue.Parent = game.Workspace 
tongue.Humanoid = human 
tongue.Part = script.Parent.Head
tongue.Color = BrickColor.new(&quot;Bright red&quot;) 
script.Parent.Removal:clone().Parent = tongue
human.Sit = true
wait(1)
pull.Parent = human.Parent.Torso 
pull.position = script.Parent.Head.Position
wait(2)
pull:remove()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12338">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12339">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12340">
					<Properties>
						<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">Smoker1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12341">
						<Properties>
							<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">Smoker</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12342">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>3.4000001</Y>
									<Z>248.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12343">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12344">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12345">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12346">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12347">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12348">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>67.5</X>
									<Y>1.39999998</Y>
									<Z>248.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12349">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>66.5</X>
									<Y>1.39999998</Y>
									<Z>248.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12350">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>65.5</X>
									<Y>3.4000001</Y>
									<Z>248.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12351">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>68.5</X>
									<Y>3.4000001</Y>
									<Z>248.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12352">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12353">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>4.9000001</Y>
									<Z>248.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12354">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12355">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12356">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12357">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12358">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12359">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12360">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12361">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12362">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12363">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12364">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12365">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12366">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12367">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12368">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12369">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12370">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12371">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12372">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(30) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12373">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12374">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Removal</string>
								<ProtectedString name="Source">while true do
wait()
if (script.Parent.Name ~= &quot;SelectionPartLasso&quot;) then return end
wait(3)
script.Parent:Remove()
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12375">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12376">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">dist = 15

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
human = v.Character.Humanoid
tongue = Instance.new(&quot;SelectionPartLasso&quot;) 
pull = Instance.new(&quot;BodyPosition&quot;) 
tongue.Parent = game.Workspace 
tongue.Humanoid = human 
tongue.Part = script.Parent.Head
tongue.Color = BrickColor.new(&quot;Bright red&quot;) 
script.Parent.Removal:clone().Parent = tongue
human.Sit = true
wait(1)
pull.Parent = human.Parent.Torso 
pull.position = script.Parent.Head.Position
wait(2)
pull:remove()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12377">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12378">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12379">
					<Properties>
						<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">Smoker3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12380">
						<Properties>
							<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">Smoker</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12381">
							<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">38</int>
								<CoordinateFrame name="CFrame">
									<X>-64</X>
									<Y>3.4000001</Y>
									<Z>-67.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12382">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12383">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12384">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12385">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12386">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12387">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>-63.5</X>
									<Y>1.39999998</Y>
									<Z>-67.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12388">
							<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">1014</int>
								<CoordinateFrame name="CFrame">
									<X>-64.5</X>
									<Y>1.39999998</Y>
									<Z>-67.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12389">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>-65.5</X>
									<Y>3.4000001</Y>
									<Z>-67.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12390">
							<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">28</int>
								<CoordinateFrame name="CFrame">
									<X>-62.5</X>
									<Y>3.4000001</Y>
									<Z>-67.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12391">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12392">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>-64</X>
									<Y>4.9000001</Y>
									<Z>-67.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12393">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12394">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12395">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12396">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12397">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12398">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12399">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12400">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12401">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12402">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12403">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12404">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12405">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12406">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12407">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12408">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12409">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=28557147</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12410">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12411">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(30) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12412">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12413">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Removal</string>
								<ProtectedString name="Source">while true do
wait()
if (script.Parent.Name ~= &quot;SelectionPartLasso&quot;) then return end
wait(3)
script.Parent:Remove()
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12414">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12415">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">dist = 15

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
human = v.Character.Humanoid
tongue = Instance.new(&quot;SelectionPartLasso&quot;) 
pull = Instance.new(&quot;BodyPosition&quot;) 
tongue.Parent = game.Workspace 
tongue.Humanoid = human 
tongue.Part = script.Parent.Head
tongue.Color = BrickColor.new(&quot;Bright red&quot;) 
script.Parent.Removal:clone().Parent = tongue
human.Sit = true
wait(1)
pull.Parent = human.Parent.Torso 
pull.position = script.Parent.Head.Position
wait(2)
pull:remove()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12416">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12417">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12418">
					<Properties>
						<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">Tank1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12419">
						<Properties>
							<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">Tank</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12420">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-99.5</X>
									<Y>3.4000001</Y>
									<Z>120</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12421">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12422">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12423">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12424">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12425">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12426">
							<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>-99.5</X>
									<Y>1.39999998</Y>
									<Z>120.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.56953573e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12427">
							<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>-99.5</X>
									<Y>1.39999998</Y>
									<Z>119.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.53237335e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12428">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-99.5</X>
									<Y>3.4000001</Y>
									<Z>118.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12429">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-99.5</X>
									<Y>3.4000001</Y>
									<Z>121.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12430">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.MaxHealth = 7000
humanoiddsz.Health = humanoiddsz.MaxHealth

--game.Lighting.Walk:clone().Parent = script.Parent

Me = script.Parent
Suit = game.Lighting.TankSuit

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for i,v in pairs(Me:GetChildren()) do
if v:IsA(&quot;BasePart&quot;) then
v.Transparency = 1
end
end

&#9;if Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;Me.Head.Transparency = 0.9
&#9;&#9;local g = Suit.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

script.Parent:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12431">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-99.5</X>
									<Y>4.9000001</Y>
									<Z>120</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12432">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12433">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12434">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12435">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12436">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12437">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12438">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12439">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12440">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12441">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12442">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12443">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12444">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12445">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(50) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12446">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12447">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12448">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function fire()


-- find player&apos;s head pos
bin = script.Parent
VELOCITY = 85 -- constant

&#9;local head = script.Parent:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = game.Lighting.BoulderModel:clone()
        

&#9;&#9;

&#9;missile.TankBoulder.Position = launch
&#9;missile.TankBoulder.Velocity = script.Parent.Head.CFrame.lookVector*90+Vector3.new(0,20,0)

&#9;print(&quot;Pos X:&quot;, launch.x, &quot;Y:&quot;, launch.y, &quot;Z:&quot;, launch.z)
&#9;print(&quot;Vel X:&quot;, vx, &quot;Y:&quot;, vy, &quot;Z:&quot;, vz)

&#9;missile.PelletScript.Disabled = false
&#9;
&#9;missile.Parent = game.Workspace

end

dist = 20

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
fire()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12449">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12450">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12451">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12452">
					<Properties>
						<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">Tank2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12453">
						<Properties>
							<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">Tank</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12454">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>236.5</X>
									<Y>3.4000001</Y>
									<Z>154</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12455">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12456">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12457">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12458">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12459">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12460">
							<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>236.5</X>
									<Y>1.39999998</Y>
									<Z>154.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.56953573e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12461">
							<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>236.5</X>
									<Y>1.39999998</Y>
									<Z>153.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.53237335e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12462">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>236.5</X>
									<Y>3.4000001</Y>
									<Z>152.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12463">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>236.5</X>
									<Y>3.4000001</Y>
									<Z>155.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12464">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.MaxHealth = 7000
humanoiddsz.Health = humanoiddsz.MaxHealth

--game.Lighting.Walk:clone().Parent = script.Parent

Me = script.Parent
Suit = game.Lighting.TankSuit

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for i,v in pairs(Me:GetChildren()) do
if v:IsA(&quot;BasePart&quot;) then
v.Transparency = 1
end
end

&#9;if Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;Me.Head.Transparency = 0.9
&#9;&#9;local g = Suit.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

script.Parent:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12465">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>236.5</X>
									<Y>4.9000001</Y>
									<Z>154</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12466">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12467">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12468">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12469">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12470">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12471">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12472">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12473">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12474">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12475">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12476">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12477">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12478">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12479">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(50) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12480">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12481">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12482">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function fire()


-- find player&apos;s head pos
bin = script.Parent
VELOCITY = 85 -- constant

&#9;local head = script.Parent:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = game.Lighting.BoulderModel:clone()
        

&#9;&#9;

&#9;missile.TankBoulder.Position = launch
&#9;missile.TankBoulder.Velocity = script.Parent.Head.CFrame.lookVector*90+Vector3.new(0,20,0)

&#9;print(&quot;Pos X:&quot;, launch.x, &quot;Y:&quot;, launch.y, &quot;Z:&quot;, launch.z)
&#9;print(&quot;Vel X:&quot;, vx, &quot;Y:&quot;, vy, &quot;Z:&quot;, vz)

&#9;missile.PelletScript.Disabled = false
&#9;
&#9;missile.Parent = game.Workspace

end

dist = 20

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
fire()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12483">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12484">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12485">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12486">
					<Properties>
						<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">Tank3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12487">
						<Properties>
							<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">Tank</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12488">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>10.5</X>
									<Y>3.4000001</Y>
									<Z>-134</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12489">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12490">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12491">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12492">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12493">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12494">
							<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>10.5</X>
									<Y>1.39999998</Y>
									<Z>-133.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.56953573e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12495">
							<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>10.5</X>
									<Y>1.39999998</Y>
									<Z>-134.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.53237335e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12496">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>10.5</X>
									<Y>3.4000001</Y>
									<Z>-135.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12497">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>10.5</X>
									<Y>3.4000001</Y>
									<Z>-132.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12498">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.MaxHealth = 7000
humanoiddsz.Health = humanoiddsz.MaxHealth

--game.Lighting.Walk:clone().Parent = script.Parent

Me = script.Parent
Suit = game.Lighting.TankSuit

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

for i,v in pairs(Me:GetChildren()) do
if v:IsA(&quot;BasePart&quot;) then
v.Transparency = 1
end
end

&#9;if Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

&#9;if Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;Me.Head.Transparency = 0.9
&#9;&#9;local g = Suit.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end

&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end
&#9;&#9;
&#9;end

script.Parent:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12499">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>10.5</X>
									<Y>4.9000001</Y>
									<Z>-134</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12500">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12501">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12502">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12503">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12504">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12505">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12506">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12507">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12508">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12509">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12510">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12511">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12512">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12513">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(50) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else
&#9;script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12514">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12515">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12516">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Get</string>
								<ProtectedString name="Source">function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function fire()


-- find player&apos;s head pos
bin = script.Parent
VELOCITY = 85 -- constant

&#9;local head = script.Parent:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = game.Lighting.BoulderModel:clone()
        

&#9;&#9;

&#9;missile.TankBoulder.Position = launch
&#9;missile.TankBoulder.Velocity = script.Parent.Head.CFrame.lookVector*90+Vector3.new(0,20,0)

&#9;print(&quot;Pos X:&quot;, launch.x, &quot;Y:&quot;, launch.y, &quot;Z:&quot;, launch.z)
&#9;print(&quot;Vel X:&quot;, vx, &quot;Y:&quot;, vy, &quot;Z:&quot;, vz)

&#9;missile.PelletScript.Disabled = false
&#9;
&#9;missile.Parent = game.Workspace

end

dist = 20

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
print(&quot;GRAB DA FOOL!&quot;)
fire()
wait(30)
else
print(&quot;Still not there!&quot;)
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12517">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12518">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12519">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12520">
					<Properties>
						<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">Zombie1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12521">
						<Properties>
							<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">Zombie</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12522">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>117</X>
									<Y>3.4000001</Y>
									<Z>248.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12523">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12524">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12525">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12526">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12527">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12528">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>116.5</X>
									<Y>1.39999998</Y>
									<Z>248.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">
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									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12529">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>117.5</X>
									<Y>1.39999998</Y>
									<Z>248.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12530">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>118.5</X>
									<Y>3.4000001</Y>
									<Z>248.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12531">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>115.5</X>
									<Y>3.4000001</Y>
									<Z>248.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12532">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12533">
							<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">29</int>
								<CoordinateFrame name="CFrame">
									<X>117</X>
									<Y>4.9000001</Y>
									<Z>248.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12534">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12535">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12536">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12537">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12538">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12539">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12540">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12541">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12542">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12543">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12544">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12545">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12546">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12547">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12548">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12549">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12550">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12551">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12552">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(40) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else 
script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12553">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12554">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12555">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12556">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12557">
					<Properties>
						<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">Zombie3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12558">
						<Properties>
							<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">Zombie</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12559">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>3.4000001</Y>
									<Z>-50</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12560">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12561">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12562">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12563">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12564">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12565">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>1.39999998</Y>
									<Z>-49.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.56953573e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12566">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>1.39999998</Y>
									<Z>-50.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.53237335e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.74616981e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12567">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>3.4000001</Y>
									<Z>-51.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12568">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>3.4000001</Y>
									<Z>-48.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12569">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12570">
							<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">29</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>4.9000001</Y>
									<Z>-50</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12571">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12572">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12573">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12574">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12575">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12576">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12577">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12578">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12579">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12580">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12581">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12582">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12583">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12584">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12585">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12586">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12587">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12588">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12589">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(40) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else 
script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12590">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12591">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12592">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12593">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12594">
					<Properties>
						<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">Zombie2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12595">
						<Properties>
							<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">Zombie</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12596">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>57</X>
									<Y>3.4000001</Y>
									<Z>-129.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.66909564e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12597">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12598">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12599">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12600">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12601">
								<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="DesiredAngle">0</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12602">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>56.5</X>
									<Y>1.39999998</Y>
									<Z>-129.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.764751e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12603">
							<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">192</int>
								<CoordinateFrame name="CFrame">
									<X>57.5</X>
									<Y>1.39999998</Y>
									<Z>-129.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.55095454e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.72758862e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12604">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>58.5</X>
									<Y>3.4000001</Y>
									<Z>-129.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.72483921e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12605">
							<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">151</int>
								<CoordinateFrame name="CFrame">
									<X>55.5</X>
									<Y>3.4000001</Y>
									<Z>-129.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>3.61335207e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.6266574e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12606">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Animation</string>
								<ProtectedString name="Source">humanoiddsz = Instance.new(&quot;Humanoid&quot;)
humanoiddsz.Name = &quot;Zombie&quot;
humanoiddsz.Parent = script.Parent

--game.Lighting.Walk:clone().Parent = script.Parent

script.Parent:MakeJoints()

print(&quot;Running!&quot;)
game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;

&#9;script.Parent.Script.Disabled = true
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Zombie.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Zombie:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Zombie:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Zombie:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Zombie.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

char = script.Parent
m = math.random(1,6)

if m == 1 then
char:MoveTo(game.Workspace.Spawn1.Position)
--script.Disabled = true
elseif m == 2 then
char:MoveTo(game.Workspace.Spawn2.Position)
--script.Disabled = true
elseif m == 3 then
char:MoveTo(game.Workspace.Spawn3.Position)
--script.Disabled = true
elseif m == 4 then
char:MoveTo(game.Workspace.Spawn4.Position)
--script.Disabled = true
elseif m == 5 then
char:MoveTo(game.Workspace.Spawn5.Position)
--script.Disabled = true
else
char:MoveTo(game.Workspace.Spawn6.Position)
--script.Disabled = true
end

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12607">
							<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">29</int>
								<CoordinateFrame name="CFrame">
									<X>57</X>
									<Y>4.9000001</Y>
									<Z>-129.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>-5.9756206e-022</X>
									<Y>3.71624623e-022</Y>
									<Z>-5.90705508e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>3.75770155e-020</X>
									<Y>0.0532602146</Y>
									<Z>3.53702301e-020</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Weld" referent="RBX12608">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12609">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12610">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12611">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12612">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12613">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12614">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12615">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12616">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12617">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Weld" referent="RBX12618">
								<Properties>
									<CoordinateFrame name="C0">
										<X>0</X>
										<Y>0.5</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>
									<CoordinateFrame name="C1">
										<X>0</X>
										<Y>-0.25</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">HeadWeld</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX12619">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12620">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12621">
								<Properties>
									<token name="Face">0</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12622">
								<Properties>
									<token name="Face">2</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12623">
								<Properties>
									<token name="Face">3</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX12624">
								<Properties>
									<token name="Face">1</token>
									<string name="Name">Decal</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><url>http://www.roblox.com/asset/?id=30964104</url></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX12625">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12626">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">wait(1)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = script.Parent
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(Hit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(Hit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

re = 0

function Hit(hit)
if re == 0 then
if hit.Parent ~= nil then 
local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
if humanoid~=nil then 
Claw()
-- final check, make sure sword is in-hand 
humanoid:TakeDamage(40) 
wait(1) 
end 
end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

dista = 15

while true do
&#9;wait(0.1)
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil and game.Workspace:findFirstChild(&quot;PipeBomb&quot;) == nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dista then

--onselected, save shoulders and get player
&#9;player = script.Parent
&#9;local ch = script.Parent
&#9;--
&#9;--
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
                Claw()
        end
&#9;else
&#9;--Bring_Arm_Down animation
        print(&quot;Nahh&quot;)
end
end
elseif game.Workspace:findFirstChild(&quot;PipeBomb&quot;) then
script.Parent.Zombie:MoveTo(game.Workspace:findFirstChild(&quot;PipeBomb&quot;).Position, game.Workspace:findFirstChild(&quot;PipeBomb&quot;))
else 
script.Parent.Zombie:MoveTo(Vector3.new(math.random(-100,100),0,math.random(-100,100)), script.Parent.Torso)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12627">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Jumping</string>
								<ProtectedString name="Source">wait(1)
print(&quot;Working!&quot;)
dist = 15

function touched(hit)
if hit:IsA(&quot;BasePart&quot;) and hit.Name == &quot;Part&quot; or hit.Name == &quot;Brick&quot; or hit.Name == &quot;Truss&quot; or hit.Name == &quot;Base&quot; then
script.Parent.Zombie.Jump = true
wait()
else
print(&quot;THATS NOTHING!&quot;)
end
end

script.Parent.Torso.Touched:connect(touched)
script.Parent[&quot;Left Arm&quot;].Touched:connect(touched)
script.Parent[&quot;Right Arm&quot;].Touched:connect(touched)

while wait() do
print(&quot;DIS IS IT!&quot;)
for i,v in pairs(game.Players:GetPlayers()) do
print(i,v)
if (v.Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt;= dist then 
if v.Character.Torso.Position.Y &gt; script.Parent.Head.Position.Y then
script.Parent.Zombie.Jump = true
else
print(&quot;Still not there!&quot;)
end
end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12628">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Remover</string>
								<ProtectedString name="Source">print &apos;Zombie Remover Activated!&apos;

while wait(300) do
if (script.Parent:findFirstChild(&quot;Zombie&quot;)) then
script.Parent.Zombie.Health = 0
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12629">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 65

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value

m = math.random(1,5)

if m == 5 then
sp = game.Lighting.PowerSphere:clone()
sp.Parent = game.Workspace
sp.Head.CFrame = script.Parent.Head.CFrame
end

end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12630">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12631">
					<Properties>
						<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">StellaDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12632">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12633">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>28.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12634">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>29.3000374</Y>
									<Z>20.5158234</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX12635">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=13070796</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=14408938</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12636">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>63.9592133</X>
									<Y>28.0710068</Y>
									<Z>19.9634857</Z>
									<R00>0.0123407841</R00>
									<R01>0.0182905793</R01>
									<R02>-0.999756575</R02>
									<R10>0.932384849</R10>
									<R11>0.361012995</R11>
									<R12>0.0181139056</R12>
									<R20>0.361256421</R20>
									<R21>-0.932381451</R21>
									<R22>-0.0125986747</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12637">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>62.8288879</X>
									<Y>26.3209572</Y>
									<Z>19.6722412</Z>
									<R00>-0.900381804</R00>
									<R01>-0.113134757</R01>
									<R02>-0.420116246</R02>
									<R10>0.378537953</R10>
									<R11>0.272331357</R11>
									<R12>-0.884612143</R12>
									<R20>0.214490369</R20>
									<R21>-0.955526173</R21>
									<R22>-0.202370524</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>3</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12638">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>63.2928848</X>
									<Y>25.831234</Y>
									<Z>19.7595215</Z>
									<R00>-0.994208455</R00>
									<R01>0.0736375824</R01>
									<R02>-0.078245312</R02>
									<R10>0.0948416218</R10>
									<R11>0.25919646</R11>
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								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>61.7999992</X>
									<Y>28.0903549</Y>
									<Z>20.5</Z>
									<R00>-4.66108322e-005</R00>
									<R01>-1.00000429</R01>
									<R02>-8.59797001e-006</R02>
									<R10>-0.920505047</R10>
									<R11>3.79681587e-005</R11>
									<R12>-0.390741765</R12>
									<R20>0.390741765</R20>
									<R21>-8.59797001e-006</R21>
									<R22>-0.920509338</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX12656">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12657">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>63.5</X>
									<Y>26.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX12658">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12659">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64.5</X>
									<Y>26.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="HopperBin" referent="RBX12660">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">MG Turret</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="LocalScript" referent="RBX12661">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">placed = false 
timeForMoving = 15
char = script.Parent.Parent.Parent.Character

item = game.Lighting:findFirstChild(&quot;Building Machine Gun Turret...&quot;)

function button(mouse)
mt = mouse.Hit.p
placed = true 
if mt == nil then 
print(&quot;No target found within the sky!&quot;) 
return 
else
itemCLone = item:clone()
--itemCLone.Parent = game.Workspace
for _,turret in pairs(itemCLone:GetChildren()) do
if turret:IsA(&quot;BasePart&quot;) then
--turret.CFrame = CFrame.new(Vector3.new(script.Parent.Parent.Parent.Character.Torso.Position))
--turret.Anchored = false
--itemCLone:MoveTo(itemCLone.Torso.Position, mt)
--turret.Anchored = true
--itemCLone.Torso.BodyPosition.position = script.Parent.Parent.Parent.Character.Torso.Position
wait(0.5)
if game.Workspace.GameScript.AllowTurrets.Value == true and placed == true then
&#9;itemCLone.Parent = game.Workspace.Turrets
&#9;itemCLone:MoveTo(mouse.hit.p + Vector3.new(0, 0, 0))
&#9;itemCLone:MakeJoints()
itemCLone:findFirstChild(&quot;Turret&quot;).AimScript.Disabled = false
--script.Parent.Parent.Parent.Character.Torso.CFrame = CFrame.new(Vector3.new(-64.5, 24.2, -17.5))
--script.Parent.Parent.Parent.PlayerGui.MessageGui.Info.Visible = true
script.Parent:remove()
else
print(&quot;Cannot put because it is in a middle of messaging!!&quot;)
end 
end
end
end
end

function selected(mouse) 
print(&quot;Place Turret tool selected!&quot;) 
if placed == true then return end 
mouse.Button1Down:connect(function() button(mouse) end) 
end 

script.Parent.Selected:connect(selected)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="HopperBin" referent="RBX12662">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">N Turret</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="LocalScript" referent="RBX12663">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">placed = false 
timeForMoving = 15
char = script.Parent.Parent.Parent.Character

item = game.Lighting:findFirstChild(&quot;Building Normal Turret...&quot;)

function button(mouse)
mt = mouse.Hit.p
placed = true 
if mt == nil then 
print(&quot;No target found within the sky!&quot;) 
return 
else
itemCLone = item:clone()
--itemCLone.Parent = game.Workspace
for _,turret in pairs(itemCLone:GetChildren()) do
if turret:IsA(&quot;BasePart&quot;) then
--turret.CFrame = CFrame.new(Vector3.new(script.Parent.Parent.Parent.Character.Torso.Position))
--turret.Anchored = false
--itemCLone:MoveTo(itemCLone.Torso.Position, mt)
--turret.Anchored = true
--itemCLone.Torso.BodyPosition.position = script.Parent.Parent.Parent.Character.Torso.Position
wait(0.5)
if game.Workspace.GameScript.AllowTurrets.Value == true and placed == true then
&#9;itemCLone.Parent = game.Workspace.Turrets
&#9;itemCLone:MoveTo(mouse.hit.p + Vector3.new(0, 0, 0))
&#9;itemCLone:MakeJoints()
itemCLone:findFirstChild(&quot;Turret&quot;).AimScript.Disabled = false
--script.Parent.Parent.Parent.Character.Torso.CFrame = CFrame.new(Vector3.new(-64.5, 24.2, -17.5))
--script.Parent.Parent.Parent.PlayerGui.MessageGui.Info.Visible = true
script.Parent:remove()
else
print(&quot;Cannot put because it is in a middle of messaging!!&quot;)
end 
end
end
end
end

function selected(mouse) 
print(&quot;Place Turret tool selected!&quot;) 
if placed == true then return end 
mouse.Button1Down:connect(function() button(mouse) end) 
end 

script.Parent.Selected:connect(selected)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="HopperBin" referent="RBX12664">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">S Turret</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="LocalScript" referent="RBX12665">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">placed = false 
timeForMoving = 15
char = script.Parent.Parent.Parent.Character

item = game.Lighting:findFirstChild(&quot;Building Sniper Turret...&quot;)

function button(mouse)
mt = mouse.Hit.p
placed = true 
if mt == nil then 
print(&quot;No target found within the sky!&quot;) 
return 
else
itemCLone = item:clone()
--itemCLone.Parent = game.Workspace
for _,turret in pairs(itemCLone:GetChildren()) do
if turret:IsA(&quot;BasePart&quot;) then
--turret.CFrame = CFrame.new(Vector3.new(script.Parent.Parent.Parent.Character.Torso.Position))
--turret.Anchored = false
--itemCLone:MoveTo(itemCLone.Torso.Position, mt)
--turret.Anchored = true
--itemCLone.Torso.BodyPosition.position = script.Parent.Parent.Parent.Character.Torso.Position
wait(0.5)
if game.Workspace.GameScript.AllowTurrets.Value == true and placed == true then
&#9;itemCLone.Parent = game.Workspace.Turrets
&#9;itemCLone:MoveTo(mouse.hit.p + Vector3.new(0, 0, 0))
&#9;itemCLone:MakeJoints()
itemCLone:findFirstChild(&quot;Turret&quot;).AimScript.Disabled = false
--script.Parent.Parent.Parent.Character.Torso.CFrame = CFrame.new(Vector3.new(-64.5, 24.2, -17.5))
--script.Parent.Parent.Parent.PlayerGui.MessageGui.Info.Visible = true
script.Parent:remove()
else
print(&quot;Cannot put because it is in a middle of messaging!!&quot;)
end 
end
end
end
end

function selected(mouse) 
print(&quot;Place Turret tool selected!&quot;) 
if placed == true then return end 
mouse.Button1Down:connect(function() button(mouse) end) 
end 

script.Parent.Selected:connect(selected)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12666">
					<Properties>
						<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">PaladinSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12667">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12668">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>27.1000004</Y>
									<Z>18.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12669">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>56</X>
									<Y>28.8999996</Y>
									<Z>18.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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">
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									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12747">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12748">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12749">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12750">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>29</Y>
									<Z>18</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12751">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>29</Y>
									<Z>22</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX12752">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12753">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>37</Y>
									<Z>26</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12754">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>37</Y>
									<Z>14</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12755">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Humanoid&quot;
humanoidd.WalkSpeed = 16

script.Parent:MakeJoints()

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;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)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12756">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Humanoid&quot;)

enemy.Humanoid.MaxHealth = enemy.Health.Value
enemy.Humanoid.Health = enemy.Humanoid.MaxHealth

while true do
wait(1)
enemy.Humanoid:TakeDamage(1)
enemy.Name = &quot;[&quot; ..enemy.Humanoid.Health.. &quot;/&quot; ..enemy.Humanoid.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12757">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12758">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12759">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12760">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

script.Parent.Humanoid.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..math.random(15,999)
end)

wait(time)

script.Parent.Humanoid.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX12761">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12762">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12763">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Zombie&quot;)
&#9;if human ~= nil then
dmg = maxd.Value
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Torso&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX12764">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX12765">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>64</X>
							<Y>69.0999985</Y>
							<Z>20.3999996</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">VadarianSkill</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>32</X>
							<Y>5.20000029</Y>
							<Z>32</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX12766">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX12767">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12768">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12769">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 600

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;if hit.Parent:findFirstChild(&quot;OverKill&quot;) then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="CylinderMesh" referent="RBX12770">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>-1</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX12771">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Hurt</string>
						<ProtectedString name="Source">function touched(hit)
if hit.Parent:findFirstChild(&quot;Zombie&quot;) ~= nil then
human = hit.Parent[&quot;Zombie&quot;]
if hit.Parent:findFirstChild(&quot;OverKill&quot;) then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + 2000 end
human.Health = human.Health - 2000
else
print(&quot;Friendly fire!&quot;)
end
end

script.Parent.Touched:connect(touched)
</ProtectedString>
					</Properties>
				</Item>
				<Item class="Tool" referent="RBX12772">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-2</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">Claymore</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX12773">
						<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>63.5146141</X>
								<Y>24.5899944</Y>
								<Z>19.692997</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX12774">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11439778</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11439794</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX12775">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX12776">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX12777">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX12778">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX12779">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX12780">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX12781">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX12782">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX12783">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX12784">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 100

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX12785">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>66.5999908</X>
							<Y>34.4000511</Y>
							<Z>22.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">FatalShotSkill</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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX12786">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX12787">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12788">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12789">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 600

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
script.Parent.Mesh:clone().Parent = m
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX12790">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>0.649999976</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
							<Vector3 name="VertexColor">
								<X>3</X>
								<Y>3</Y>
								<Z>3</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX12791">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.75</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">TempestBlades</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=68390214</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX12792">
						<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>64.375</X>
								<Y>25.8057632</Y>
								<Z>20.1650009</Z>
								<R00>1</R00>
								<R01>2.30753994e-009</R01>
								<R02>-4.31572189e-005</R02>
								<R10>-4.31572189e-005</R10>
								<R11>5.34682295e-005</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0.699999988</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">3</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>0.749999881</X>
								<Y>0.329999894</Y>
								<Z>3.42999649</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX12793">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=68253413 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.379999995</X>
									<Y>0.379999995</Y>
									<Z>0.379999995</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=68253521 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="NumberValue" referent="RBX12794">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX12795">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX12796">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 0
cryform = false

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.fsh.Value &lt; 1 then
&#9;&#9;stats.fsh.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,10)
&#9;&#9;if me:findFirstChild(&quot;Arm1&quot;) then
&#9;&#9;&#9;item = me.Arm1
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Arm2&quot;) then
&#9;&#9;&#9;item = me.Arm2
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Chest&quot;) then
&#9;&#9;&#9;item = me.Chest
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Leg1&quot;) then
&#9;&#9;&#9;item = me.Leg1
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Leg2&quot;) then
&#9;&#9;&#9;item = me.Leg2
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;end
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(500)
&#9;&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + stats.Strength.Value end
&#9;&#9;&#9;end end)
&#9;amnt = 15
&#9;Wave.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;for i = 1 , 35 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;if me:findFirstChild(&quot;Arm1&quot;) then
&#9;&#9;&#9;item = me.Arm1
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Arm2&quot;) then
&#9;&#9;&#9;item = me.Arm2
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Chest&quot;) then
&#9;&#9;&#9;item = me.Chest
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Leg1&quot;) then
&#9;&#9;&#9;item = me.Leg1
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;if me:findFirstChild(&quot;Leg2&quot;) then
&#9;&#9;&#9;item = me.Leg2
&#9;&#9;&#9;item.Middle.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.shoc.Value &lt; 1 and stats.FatalShot.Value == true then
&#9;&#9;stats.shoc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.FatalShotSkill:clone()
&#9;amnt = 5
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.douc.Value &lt; 1 and stats.Doubler.Value == true then
&#9;&#9;stats.douc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 5, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wavee.Size = Vector3.new(2, 20, 2)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, 0, -4)

&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(stats.Strength.Value)
&#9;&#9;&#9;end end)

&#9;myTorso = script.Parent.Parent.Torso

&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;&#9;for i = 1,35 do wait()
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, 0, -4)
&#9;&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;end
&#9;&#9;Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.pcfc.Value &lt; 1 and stats.PaladinCryForm.Value == true then
&#9;&#9;stats.pcfc.Value = 300
&#9;&#9;cryform = true
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.PaladinDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;cryform = false
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.reac.Value &lt; 1 and stats.Reaper.Value == true then
&#9;&#9;stats.reac.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;amnt = 10
&#9;Wavee.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
wait(0.3)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(0.3)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Handle
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 20 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;if key==&quot;x&quot; then
&#9;&#9;if stats.dwc.Value &lt; 1 and stats.DarkWave.Value == true and cryform == true then
&#9;&#9;stats.dwc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really Black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 5, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
Wave:remove()
&#9;for i = 1,3 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerRocket:clone()
&#9;amnt = 10
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Strength.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12797">
					<Properties>
						<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">PaladinDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12798">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12799">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>64</X>
									<Y>27.1000004</Y>
									<Z>20.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12800">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
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						</Item>
						<Item class="Part" referent="RBX12821">
							<Properties>
								<bool name="Anchored">true</bool>
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								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
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								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
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								<token name="Material">256</token>
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						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX12822">
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						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
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						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
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							<R21>0</R21>
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						<bool name="CanCollide">false</bool>
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						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<token name="Material">256</token>
						<string name="Name">RevolverBullet</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
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						<token name="RightSurfaceInput">0</token>
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							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
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						<float name="TopParamB">0.5</float>
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							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
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						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
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						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX12823">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX12824">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12825">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12826">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 1200

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12827">
					<Properties>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
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							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
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							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">DefendorDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12828">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
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								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12829">
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								<bool name="Anchored">true</bool>
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								<string name="Name">Middle</string>
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									<X>0</X>
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									<Z>0</Z>
								</Vector3>
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								<token name="TopSurface">0</token>
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								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12830">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
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								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
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								<token name="FrontSurface">3</token>
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								<token name="Material">256</token>
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								<float name="RightParamB">0.5</float>
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									<X>2</X>
									<Y>1.20000005</Y>
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							</Properties>
							<Item class="SpecialMesh" referent="RBX12831">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?ID=16190466</url></Content>
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									</Vector3>
									<Vector3 name="Scale">
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										<Y>1</Y>
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									<Content name="TextureId"><url>http://www.roblox.com/asset/?ID=37157158</url></Content>
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										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12832">
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								<bool name="Anchored">true</bool>
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							</Properties>
						</Item>
						<Item class="Part" referent="RBX12833">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
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								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX12853">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">194</int>
						<CoordinateFrame name="CFrame">
							<X>6.5</X>
							<Y>24.6999989</Y>
							<Z>-5.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>-1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">WallerSkill</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>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>1.20000005</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX12854">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX12855">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12856">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12857">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

for i = 1,40 do wait()
script.Parent.Mesh.Scale = script.Parent.Mesh.Scale + Vector3.new(0,1,0)
end

for i = 1,10 do wait()
script.Parent.Transparency = script.Parent.Transparency + 0.1
end

game:GetService(&quot;Debris&quot;):AddItem(script.Parent,3)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="BlockMesh" referent="RBX12858">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>0</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX12859">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>-66.8000031</X>
							<Y>10.5000086</Y>
							<Z>-137.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">GBossSkill</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>3</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX12860">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX12861">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12862">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12863">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 100

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Medium stone grey&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12864">
					<Properties>
						<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">BLAH4</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX12865">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12866">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>49.9000015</Y>
									<Z>184</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX12867">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX12868">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12869">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>48.4000015</Y>
									<Z>184</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX12870">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX12871">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12872">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12873">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX12874">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12875">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>46.4000015</Y>
									<Z>183.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12876">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>46.4000015</Y>
									<Z>184.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX12877">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12878">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>48.4000015</Y>
									<Z>185.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX12879">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>81.5</X>
									<Y>48.4000015</Y>
									<Z>182.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12880">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12881">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12882">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12883">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)


while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX12884">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX12885">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12886">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12887">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX12888">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 300

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX12889">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX12890">
					<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>151.600006</X>
							<Y>58.6999855</Y>
							<Z>183.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">RevolverBossBullet</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX12891">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX12892">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12893">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12894">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 1200

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX12895">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">194</int>
						<CoordinateFrame name="CFrame">
							<X>152.5</X>
							<Y>58.7999992</Y>
							<Z>184.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>-1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">WallerBossSkill</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>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>1.20000005</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX12896">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX12897">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12898">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX12899">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 75

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

for i = 1,40 do wait()
script.Parent.Mesh.Scale = script.Parent.Mesh.Scale + Vector3.new(0,1,0)
end

for i = 1,10 do wait()
script.Parent.Transparency = script.Parent.Transparency + 0.1
end

game:GetService(&quot;Debris&quot;):AddItem(script.Parent,3)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="BlockMesh" referent="RBX12900">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>0</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX12901">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>0.5</Z>
							<R00>0.999998033</R00>
							<R01>4.3115404e-005</R01>
							<R02>0.00198527565</R02>
							<R10>-0.00198527402</R10>
							<R11>-3.37362289e-005</R11>
							<R12>0.999988556</R12>
							<R20>4.3200911e-005</R20>
							<R21>-0.999990582</R21>
							<R22>-3.36170197e-005</R22>
						</CoordinateFrame>
						<string name="Name">Gunz</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX12902">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>152.50148</X>
								<Y>60.1976929</Y>
								<Z>182.999741</Z>
								<R00>0.999997854</R00>
								<R01>-0.00207152753</R01>
								<R02>-4.40706208e-005</R02>
								<R10>-4.23523597e-005</R10>
								<R11>0.000829501718</R11>
								<R12>-0.999999642</R12>
								<R20>0.00207156315</R20>
								<R21>0.999997556</R21>
								<R22>0.000829412136</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX12903">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/PaintballGun.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><url>rbxasset://textures/PaintballGunTex128.png</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX12904">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX12905">
					<Properties>
						<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">RuinedPillars</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX12906">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-194.5</X>
								<Y>66.2000046</Y>
								<Z>16</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>95</X>
								<Y>115.200005</Y>
								<Z>552</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Model" referent="RBX12907">
						<Properties>
							<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">Pillar</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX12908">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>34.4000015</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX12909">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12910">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>33.2000008</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX12911">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12912">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>21.8000011</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>21.6000004</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX12913">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12914">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-127</X>
									<Y>9.19999981</Y>
									<Z>-15</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX12915">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX12916">
							<Properties>
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						</CoordinateFrame>
						<string name="Name">StellaBossWep</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX13317">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>67</X>
								<Y>0.800000012</Y>
								<Z>100.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX13318">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11439778</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.70000005</Y>
									<Z>1.70000005</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11439794</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX13319">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX13320">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>67</X>
							<Y>21.3999996</Y>
							<Z>100.400002</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">VadarianBossSkill</string>
						<float name="Reflectance">1</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">2</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>32</X>
							<Y>5.20000029</Y>
							<Z>32</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX13321">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX13322">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX13323">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX13324">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 200
script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="CylinderMesh" referent="RBX13325">
						<Properties>
							<float name="Bevel">0</float>
							<float name="Bevel Roundness">0</float>
							<float name="Bulge">0</float>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>-1</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13326">
					<Properties>
						<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">DarkAllyBoss</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13327">
						<Properties>
							<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">SPAWNING</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13328">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>23.3999996</Y>
									<Z>100</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13329">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Decal" referent="RBX13330">
								<Properties>
									<token name="Face">5</token>
									<string name="Name">face</string>
									<float name="Shiny">20</float>
									<float name="Specular">0</float>
									<Content name="Texture"><null></null></Content>
									<float name="Transparency">0</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13331">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>17.3999996</Y>
									<Z>100</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.200000003</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>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.79770422</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX13332">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13333">
								<Properties>
									<CoordinateFrame name="C0">
										<X>6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13334">
								<Properties>
									<CoordinateFrame name="C0">
										<X>2.5</X>
										<Y>-7</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13335">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-6.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>0.5</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.727629781</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13336">
								<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>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13337">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>9.40000057</Y>
									<Z>98</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-5.04194546</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13338">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>9.40000057</Y>
									<Z>102</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.2637491</X>
									<Y>-0.00234312052</Y>
									<Z>-4.55346298</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="BodyColors" referent="RBX13339">
							<Properties>
								<int name="HeadColor">24</int>
								<int name="LeftArmColor">194</int>
								<int name="LeftLegColor">5</int>
								<string name="Name">Body Colors</string>
								<int name="RightArmColor">194</int>
								<int name="RightLegColor">5</int>
								<int name="TorsoColor">21</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13340">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>17.3999996</Y>
									<Z>106</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.4280462</X>
									<Y>-0.00234312052</Y>
									<Z>-4.08363819</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13341">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>67</X>
									<Y>17.3999996</Y>
									<Z>94</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.200000003</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>7.6816063e-020</X>
									<Y>-0.122120619</Y>
									<Z>-4.39368615e-022</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">0.300000012</float>
								<Vector3 name="Velocity">
									<X>15.099452</X>
									<Y>-0.00234312052</Y>
									<Z>-5.51177025</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>8</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13342">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 16

script.Parent:MakeJoints()

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2.5, -7, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(2.5, -7, 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(6.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-6.5, 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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()
&#9;pose = &quot;Dead&quot;
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;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)

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false end end


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13343">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(1)
enemy.Zombie:TakeDamage(1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13344">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13345">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13346">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">47</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13347">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..math.random(15,999)
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX13348">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13349">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13350">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
dmg = maxd.Value
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Torso&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13351">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13352">
					<Properties>
						<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">Boss14</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13353">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13354">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-68</X>
									<Y>16.7000008</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13355">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX13356">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13357">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-68</X>
									<Y>15.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX13358">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13359">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13360">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13361">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13362">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13363">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-67.5</X>
									<Y>13.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13364">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-68.5</X>
									<Y>13.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX13365">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13366">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-69.5</X>
									<Y>15.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13367">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-66.5</X>
									<Y>15.1999998</Y>
									<Z>-141.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13368">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.GlamourousBossSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13369">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13370">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13371">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13372">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13373">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">30991337</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13374">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">1500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13375">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">5200</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13376">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13377">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13378">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Throw&quot;,&quot;Spin&quot;,&quot;Boulder&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,15 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.GBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,5 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13379">
					<Properties>
						<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">BLAH3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13380">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13381">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>13.1000004</Y>
									<Z>134</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13382">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX13383">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13384">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>11.6000004</Y>
									<Z>134</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX13385">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13386">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13387">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13388">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13389">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13390">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>9.60000038</Y>
									<Z>133.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13391">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>9.60000038</Y>
									<Z>134.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX13392">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13393">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>11.6000004</Y>
									<Z>135.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13394">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-134.5</X>
									<Y>11.6000004</Y>
									<Z>132.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13395">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13396">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13397">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13398">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13399">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13400">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13401">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13402">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13403">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 300

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13404">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13405">
					<Properties>
						<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">PieBossSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13406">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13407">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">104</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>7</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13408">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>9.19999981</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2.4000001</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13409">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=11144802</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.899999976</X>
										<Y>0.899999976</Y>
										<Z>0.899999976</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=12246578</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13410">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>8.61432362</Y>
									<Z>65.4003296</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat2</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13411">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=68251147</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=67995474</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX13412">
						<Properties>
							<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">Arm1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13413">
							<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">226</int>
								<CoordinateFrame name="CFrame">
									<X>-8.5</X>
									<Y>7</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX13414">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13415">
							<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">226</int>
								<CoordinateFrame name="CFrame">
									<X>-5.5</X>
									<Y>7</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX13416">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13417">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>5</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX13418">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13419">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-7.5</X>
									<Y>5</Y>
									<Z>65.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX13420">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>-1</Y>
							<Z>0.100000001</Z>
							<R00>-1</R00>
							<R01>0.000518801156</R01>
							<R02>3.04779969e-005</R02>
							<R10>0.0005187965</R10>
							<R11>0.999999881</R11>
							<R12>-0.000152595807</R12>
							<R20>-3.05571593e-005</R20>
							<R21>-0.000152579974</R21>
							<R22>-1.00000024</R22>
						</CoordinateFrame>
						<string name="Name">TurkeyLeg</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX13421">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-3.91572595</X>
								<Y>8.39806271</Y>
								<Z>64.1507568</Z>
								<R00>0.791436374</R00>
								<R01>-0.000968427281</R01>
								<R02>-0.611241996</R02>
								<R10>0.000475680223</R10>
								<R11>0.999999404</R11>
								<R12>-0.000968427281</R12>
								<R20>0.611242592</R20>
								<R21>0.000475680223</R21>
								<R22>0.791436374</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">512</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX13422">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=13073626</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2.5</X>
									<Y>2.5</Y>
									<Z>2.5</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=13073598</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX13423">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX13424">
					<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">1003</int>
						<CoordinateFrame name="CFrame">
							<X>-3.4000001</X>
							<Y>4.5</Y>
							<Z>66.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">TurkeyLegBossSkill</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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX13425">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX13426">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX13427">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX13428">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 200

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
script.Parent.Mesh:clone().Parent = m
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX13429">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=13073626</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>2.5</X>
								<Y>2.5</Y>
								<Z>2.5</Z>
							</Vector3>
							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=13073598</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13430">
					<Properties>
						<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">BLAH1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13431">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13432">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>13.1000004</Y>
									<Z>-108</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13433">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX13434">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13435">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>11.6000004</Y>
									<Z>-108</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX13436">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13437">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13438">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13439">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13440">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13441">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>9.60000038</Y>
									<Z>-108.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13442">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>9.60000038</Y>
									<Z>-107.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX13443">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13444">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>11.6000004</Y>
									<Z>-106.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13445">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>223.5</X>
									<Y>11.6000004</Y>
									<Z>-109.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13446">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13447">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13448">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13449">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13450">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13451">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13452">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13453">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13454">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 300

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13455">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13456">
					<Properties>
						<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">GlamourousBossSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13457">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13458">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-30</X>
									<Y>3.4000001</Y>
									<Z>-83.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13459">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-30</X>
									<Y>4.80000019</Y>
									<Z>-83.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13460">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=43680137</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=43680126</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13461">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-27.6138306</X>
									<Y>5.17720175</Y>
									<Z>-84.1999969</Z>
									<R00>0.809370279</R00>
									<R01>2.70875062e-005</R01>
									<R02>-0.587298632</R02>
									<R10>-0.587298632</R10>
									<R11>3.73299408e-005</R11>
									<R12>-0.809370279</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>4.61222044e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13462">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-25.5901642</X>
									<Y>6.67723846</Y>
									<Z>-84.1999969</Z>
									<R00>-0.860636055</R00>
									<R01>1.01873247e-005</R01>
									<R02>-0.5092206</R02>
									<R10>-0.5092206</R10>
									<R11>-1.72176406e-005</R11>
									<R12>0.860636055</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>2.00057166e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13463">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-26.5901642</X>
									<Y>5.8170166</Y>
									<Z>-84.1999969</Z>
									<R00>-0.998533428</R00>
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									<R02>-0.054138422</R02>
									<R10>-0.0541384257</R10>
									<R11>-7.54703215e-005</R11>
									<R12>0.998533428</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>7.55811707e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
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								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13497">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13498">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13499">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13500">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13501">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13502">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13503">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">75</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13504">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13505">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 300

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13506">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13507">
					<Properties>
						<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">Boss10</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13508">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13509">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>152</X>
									<Y>65.9000015</Y>
									<Z>183.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13510">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
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									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
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										<Y>0</Y>
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									</Vector3>
									<Vector3 name="Scale">
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										<Y>1.25</Y>
										<Z>1.25</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
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										<Y>1</Y>
										<Z>1</Z>
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								</Properties>
							</Item>
							<Item class="Sound" referent="RBX13511">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13512">
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								<token name="BottomSurface">4</token>
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								<int name="BrickColor">1002</int>
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								<string name="Name">Torso</string>
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							<Item class="Motor" referent="RBX13513">
								<Properties>
									<CoordinateFrame name="C0">
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								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13514">
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								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13515">
								<Properties>
									<CoordinateFrame name="C0">
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										<Z>0</Z>
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									<CoordinateFrame name="C1">
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										<R20>-1</R20>
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									</CoordinateFrame>
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								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13516">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-2</X>
										<Y>0.5</Y>
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										<R01>0</R01>
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								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13517">
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								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13518">
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								<bool name="Anchored">true</bool>
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								<int name="BrickColor">1002</int>
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							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX13520">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13521">
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								<bool name="Anchored">true</bool>
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								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>153.5</X>
									<Y>64.4000015</Y>
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								<string name="Name">Right Arm</string>
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									<X>0</X>
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									<Z>0</Z>
								</Vector3>
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							</Properties>
						</Item>
						<Item class="Part" referent="RBX13522">
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								<bool name="Anchored">true</bool>
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								<int name="BrickColor">1002</int>
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									<R00>1</R00>
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								<float name="LeftParamB">0.5</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
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								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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									<Y>0</Y>
									<Z>0</Z>
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								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
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									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13523">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 16

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DefendorSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13524">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13525">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13526">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg
myTarget = nil

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Gunz&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8


local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,1)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket

function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.new(&quot;Really black&quot;)

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,3)

&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;end end)
&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
scanForHumans()
&#9;wait(0.3)
m = math.random(1,5)
if m == 2 then
script.Parent.Zombie.Jump = true
end
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;aimedTarget = myTarget
&#9;if aimedTarget then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
fire(aimedTarget.PrimaryPart.Position,script.Parent.Torso)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;end
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13527">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13528">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13529">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">50</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13530">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">55</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13531">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13532">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13533">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Waller&quot;,&quot;Revolver&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 20

wait(5)

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Waller&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerBossSkill:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
elseif attack == &quot;Revolver&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBossBullet:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13534">
							<Properties>
								<string name="Name">Dis</string>
								<double name="Value">400</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13535">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(dmger,3)
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range

shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13536">
					<Properties>
						<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">Boss11</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13537">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13538">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>16.7000008</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13539">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX13540">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13541">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-7</X>
									<Y>15.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX13542">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13543">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13544">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13545">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13546">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13547">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-7.5</X>
									<Y>13.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13548">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>13.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX13549">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13550">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-5.5</X>
									<Y>15.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13551">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-8.5</X>
									<Y>15.1999998</Y>
									<Z>65.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13552">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 18

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.StellaSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13553">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13554">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13555">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;StellaBossWep&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()

&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth /2 and charged == false then
for _,things in pairs(script.Parent:GetChildren()) do&#9;
if things:IsA(&quot;Model&quot;) and charged == false then
&#9;things:remove()
&#9;end
&#9;end
&#9;charged = true
&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = script.Parent.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = script.Parent.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = script.Parent.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;end

&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13556">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13557">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13558">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">25</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13559">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13560">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 40
saythis(40,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 120
saythis(120,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13561">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13562">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Vadarian&quot;,&quot;Nuke&quot;,&quot;Summon&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 25

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Vadarian&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Nuke&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent

&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
         p.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(math.random(200,1500))
&#9;&#9;&#9;end end)
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
elseif attack == &quot;Summon&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;far = game.Lighting.DarkAllyBoss:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = script.Parent.MaxDmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent[&quot;Right Arm&quot;].Position)
&#9;&#9;far.Name = script.Parent.Name
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13563">
					<Properties>
						<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">Boss12</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13564">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13565">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>120.5</X>
									<Y>16.7000008</Y>
									<Z>-68</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13566">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX13567">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX13568">
								<Properties>
									<Color3 name="Color">4294934528</Color3>
									<bool name="Enabled">true</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">9</float>
									<float name="size_xml">5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13569">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>120.5</X>
									<Y>14.6999998</Y>
									<Z>-68</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX13570">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13571">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13572">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13573">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13574">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="IntValue" referent="RBX13575">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13576">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13577">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13578">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13579">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.random()

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

while true do
scanForHumans()
&#9;wait()
--m = math.random(1,3)
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w4)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w5)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w6)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w7)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w8)
&#9;&#9;wait(1.5)
&#9;&#9;else
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w4)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w5)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w6)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w2)
--&#9;&#9;elseif m == 1 then fire(target.PrimaryPart.Position,script.Parent.w3) end 
&#9;&#9;wait(2.5)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13580">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13581">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">2250000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13582">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">45</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13583">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">165</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13584">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end


script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 50
saythis(50,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 150
saythis(150,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13585">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13586">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>21.2016754</Y>
									<Z>-79.4850159</Z>
									<R00>0.470213503</R00>
									<R01>0.840475023</R01>
									<R02>-0.269260108</R02>
									<R10>1.36491926e-005</R10>
									<R11>0.30508545</R11>
									<R12>0.952324986</R12>
									<R20>0.882552683</R20>
									<R21>-0.447799772</R21>
									<R22>0.143443838</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w1</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX13587">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX13588">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13589">
							<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">1009</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>15.1999998</Y>
									<Z>-68</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX13590">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX13591">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX13592">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<ProtectedString name="Source">while wait(1) do
t = script.Parent
a = script.Parent.Parent
for i=1,10 do wait()
t.Reflectance = t.Reflectance + 0.1
a.w1.Transparency = a.w1.Transparency + 0.1
a.w2.Transparency = a.w2.Transparency + 0.1
a.w3.Transparency = a.w3.Transparency + 0.1
end
for i=1,10 do wait()
t.Reflectance = t.Reflectance - 0.1
a.w1.Transparency = a.w1.Transparency - 0.1
a.w2.Transparency = a.w2.Transparency - 0.1
a.w3.Transparency = a.w3.Transparency - 0.1
end end
</ProtectedString>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13593">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>36.7458839</Y>
									<Z>-68</Z>
									<R00>-2.40805548e-005</R00>
									<R01>0.930922508</R01>
									<R02>-0.365216702</R02>
									<R10>2.4318977e-005</R10>
									<R11>0.365216702</R11>
									<R12>0.930922508</R12>
									<R20>1</R20>
									<R21>1.35354348e-005</R21>
									<R22>-3.14337085e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w2</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX13594">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX13595">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13596">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>21.2016754</Y>
									<Z>-57.4071884</Z>
									<R00>-0.642615557</R00>
									<R01>0.754861951</R01>
									<R02>-0.13125813</R02>
									<R10>3.28111782e-005</R10>
									<R11>0.171340168</R11>
									<R12>0.985211909</R12>
									<R20>0.766188741</R20>
									<R21>0.633108258</R21>
									<R22>-0.110130623</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w3</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX13597">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX13598">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX13599">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13600">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13601">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13602">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">37</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>27.2000008</Y>
									<Z>-68</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>-1</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w4</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX13603">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX13604">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13605">
							<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">107</int>
								<CoordinateFrame name="CFrame">
									<X>118.5</X>
									<Y>42.3955956</Y>
									<Z>-81</Z>
									<R00>-0.707148552</R00>
									<R01>-0.49999696</R01>
									<R02>-0.499943942</R02>
									<R10>5.1047853e-005</R10>
									<R11>-0.707105398</R11>
									<R12>0.7071082</R12>
									<R20>-0.707064986</R20>
									<R21>0.500005007</R21>
									<R22>0.500054061</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">w5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX13606">
								<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>
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								<float name="BackParamB">0.5</float>
								<token 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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>15.1999998</Y>
									<Z>-10</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX13623">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13624">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13625">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13626">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13627">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13628">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>13.1999998</Y>
									<Z>-10.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13629">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>13.1999998</Y>
									<Z>-9.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX13630">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13631">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>15.1999998</Y>
									<Z>-8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13632">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>28.5</X>
									<Y>15.1999998</Y>
									<Z>-11.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13633">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.PieBossSuit)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13634">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13635">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13636">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;TurkeyLeg&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13637">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13638">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5500000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13639">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">85</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13640">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13641">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13642">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13643">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Throw&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 40

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,5 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.TurkeyLegBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX13644">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-2</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">RubySword</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX13645">
						<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>5.51461411</X>
								<Y>24.7899914</Y>
								<Z>-9.30700302</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX13646">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13647">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13648">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13649">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13650">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13651">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX13652">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=54429813 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=54429908 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX13653">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX13654">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13655">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13656">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 200

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 2
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX13657">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-2</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">DreamWalker</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX13658">
						<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>5.51461411</X>
								<Y>24.7899914</Y>
								<Z>-9.30700302</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX13659">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13660">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13661">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13662">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13663">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13664">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX13665">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=65015398</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.600000024</X>
									<Y>0.600000024</Y>
									<Z>1</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=65015466 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX13666">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX13667">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13668">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13669">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 450

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 2
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX13670">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>2</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">ShadowDancer</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX13671">
						<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>5.51461411</X>
								<Y>24.7899914</Y>
								<Z>-9.30700302</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX13672">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13673">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13674">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13675">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13676">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13677">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX13678">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=48047550 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.699999988</X>
									<Y>0.699999988</Y>
									<Z>0.699999988</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=48047390 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX13679">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX13680">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13681">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13682">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 4500

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 2
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,-1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX13683">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>0</X>
							<Y>0</Y>
							<Z>-2</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">Ancalagon</string>
						<Content name="TextureId"><url>http://www.roblox.com/asset/?id=11440361</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX13684">
						<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>5.51461411</X>
								<Y>24.7899914</Y>
								<Z>-9.30700302</Z>
								<R00>-0.794151008</R00>
								<R01>-3.86946813e-005</R01>
								<R02>-0.607720494</R02>
								<R10>1.91136387e-005</R10>
								<R11>-1</R11>
								<R12>3.86946995e-005</R12>
								<R20>-0.607720494</R20>
								<R21>1.91136824e-005</R21>
								<R22>0.794151008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX13685">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13686">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13687">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13688">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordslash.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13689">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swordlunge.wav</url></Content>
								<float name="Volume">0.600000024</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13690">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX13691">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=62275708 </url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.5</X>
									<Y>1.5</Y>
									<Z>1.5</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=62275734 </url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX13692">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">&#9;&#9;far = game.Lighting.DarkAlly:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.dadmg.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

&#9;&#9;script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX13693">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13694">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13695">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">-------- OMG HAX

dmg = 700

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debbie = false

function blow(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 2
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Strength.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.2)
&#9;swordOut()
&#9;wait(.2)
&#9;force.Parent = nil
&#9;wait(.4)
&#9;swordUp()

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.berc.Value &lt; 1 then
&#9;&#9;stats.berc.Value = 60
&#9;&#9;saveddmg = dmg
&#9;&#9;dmg = dmg * 2
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright orange&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee:remove()
&#9;&#9;wait(stats.ber.Value)
&#9;&#9;dmg = saveddmg
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.dacc.Value &lt; 1 and stats.DarkAlly.Value == true then
&#9;&#9;stats.dacc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Summoner.Disabled = false
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;r&quot; then
&#9;&#9;if stats.nuc.Value &lt; 1 and stats.Nuke.Value == true then
&#9;&#9;stats.nuc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,3)
&#9;for i = 1,5 do wait(0.5)
&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0,-2.4,0)
&#9;Look=script.Parent.Parent.Torso.CFrame.lookVector
   CPos=script.Parent.Parent.Head.Position
&#9;for i=1, 20 do
&#9;--&#9;for ii=1, 1 do
&#9;&#9;&#9;p=Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;p.Name=&quot;Zap&quot;
&#9;&#9;&#9;p.BrickColor=BrickColor.new(&quot;Bright yellow&quot;)
&#9;&#9;&#9;p.TopSurface=0
&#9;&#9;&#9;p.BottomSurface=0
&#9;&#9;&#9;p.Reflectance=.9
&#9;&#9;&#9;p.Anchored=false
&#9;&#9;&#9;p.CanCollide=false
&#9;&#9;&#9;p.Size=Vector3.new(4,500,4)
&#9;&#9;&#9;p.CFrame=CFrame.new(CPos+Vector3.new(math.random(-2,2)*i,0,math.random(-2,2)*i)+Look*(i*1))
&#9;&#9;&#9;p.Parent=script.Parent
&#9;amnt = 8
&#9;p.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;&#9;&#9;m=Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;m.Scale=Vector3.new(.5,5,.5)
&#9;&#9;&#9;m.Parent=p
                        game.Lighting.Hurt:clone().Parent = p
&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(p,0.5)
&#9;end
&#9;end
Wave:remove()
&#9;&#9;end
&#9;end
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.scfc.Value &lt; 1 and stats.StellaCryForm.Value == true then
&#9;&#9;stats.scfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.StellaDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.vvc.Value &lt; 1 and stats.Vadarian.Value == true then
&#9;&#9;stats.vvc.Value = 10
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,3 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()
player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13696">
					<Properties>
						<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">HollyTech</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13697">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13698">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-10</X>
									<Y>27.1000004</Y>
									<Z>-16.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13699">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>-10</X>
									<Y>28.5</Y>
									<Z>-16.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
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								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX13820">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13821">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-1.5</X>
									<Y>25.1000004</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX13822">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>-0.0799999982</X>
							<Y>0.0599999987</Y>
							<Z>0.300000012</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">Pistol</string>
						<Content name="TextureId"><url>rbxasset://Textures/PaintballIcon.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX13823">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>60.5</X>
								<Y>24.6000004</Y>
								<Z>19</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>-0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>2</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX13824">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>rbxasset://fonts/PaintballGun.mesh</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><url>rbxasset://textures/PaintballGunTex128.png</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX13825">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Fire</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds//paintball.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX13826">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BrickCleanup</string>
							<ProtectedString name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(0.01)
script.Parent.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX13827">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Paintball</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value

function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 3 then
&#9;&#9;&#9;if script.Parent.DeKill.Value == true then
&#9;&#9;&#9;&#9;humanoid.Health = 0
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end


end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(8)
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13828">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PaintballShooter</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent

colors = {0.1}

function fire(v)

&#9;Tool.Handle.Fire:play()
&#9;

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

        

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 3)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(0.5,0.5,0.5)
&#9;missile.Velocity = v * 400
&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
&#9;missile.Shape = 1
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Bullet&quot;
&#9;missile.Elasticity = 0
&#9;missile.Reflectance = 0
&#9;missile.Friction = .9

&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,90,0)
&#9;force.Parent = missile
&#9;
&#9;Tool.BrickCleanup:clone().Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;insta = Instance.new(&quot;BoolValue&quot;,missile)
&#9;insta.Name = &quot;DeKill&quot;
&#9;insta.Value = false

&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.DeKill.Value == true then
&#9;insta.Value = true
&#9;end

&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile

&#9;local new_script = script.Parent.Paintball:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

&#9;missile.Parent = game.Workspace

end


function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end


function onActivated()
&#9;if not enabled  then
&#9;&#9;return
&#9;end

&#9;enabled = false


&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;local reload = 0.2
&#9;if (isTurbo(character)) then
&#9;&#9;reload = .0
&#9;&#9;print(&quot;turbo&quot;)
&#9;end

--&#9;staffOut()
&#9;fire(lookAt)
&#9;wait(reload)
--&#9;staffUp()

&#9;enabled = true

end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.medc.Value &lt; 1 then
&#9;&#9;stats.medc.Value = 300
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + stats.med.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.walc.Value &lt; 1 and stats.Waller.Value == true then
&#9;&#9;stats.walc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerSkill:clone()
&#9;amnt = 15
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.dcfc.Value &lt; 1 and stats.DefendorCryForm.Value == true then
&#9;&#9;stats.dcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.DefendorDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.revoc.Value &lt; 1 and stats.Revolver.Value == true then
&#9;&#9;stats.revoc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBullet:clone()
&#9;amnt = 5
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
--&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13829">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(1)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX13830">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX13831">
						<Properties>
							<string name="Name">Angles</string>
							<double name="Value">-80</double>
						</Properties>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX13832">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<bool name="Enabled">true</bool>
						<CoordinateFrame name="Grip">
							<X>-0.0799999982</X>
							<Y>-0.0599999987</Y>
							<Z>0.300000012</Z>
							<R00>1</R00>
							<R01>3.05022113e-005</R01>
							<R02>-3.05310823e-005</R02>
							<R10>-3.05310823e-005</R10>
							<R11>0.999999523</R11>
							<R12>-0.000946015585</R12>
							<R20>3.05022113e-005</R20>
							<R21>0.000946016517</R21>
							<R22>0.999999523</R22>
						</CoordinateFrame>
						<string name="Name">AK47</string>
						<Content name="TextureId"><url>rbxasset://Textures/PaintballIcon.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX13833">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-0.5</X>
								<Y>24.6000004</Y>
								<Z>-5.5</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX13834">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Fire</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds//paintball.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX13835">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=3824749</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.70000005</X>
									<Y>1.29999995</Y>
									<Z>1.39999998</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=3824746</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Script" referent="RBX13836">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BrickCleanup</string>
							<ProtectedString name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(0.01)
script.Parent.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX13837">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Paintball</string>
							<ProtectedString name="Source">ball = script.Parent
damage = script.Parent.Dmg.Value

function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
ball.creator.Value.Combo.Value = ball.creator.Value.Combo.Value + 1
ball.creator.Value.Comboc.Value = 10
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 3 then
&#9;&#9;&#9;if script.Parent.DeKill.Value == true then
&#9;&#9;&#9;&#9;humanoid.Health = 0
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;wait(1)
&#9;&#9;untagHumanoid(humanoid)
&#9;end

&#9;ball.Parent = nil

end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(2)
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13838">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PaintballShooter</string>
							<ProtectedString name="Source">dmg = 0

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

local Tool = script.Parent;

enabled = true

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function suit(Suit2)
player = game.Players:findFirstChild(script.Parent.Parent.Name)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Wings&quot;) == nil then
&#9;&#9;local g = Suit2.Wings:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

Tool = script.Parent

colors = {0.1}

function fire(v)

&#9;Tool.Handle.Fire:play()
&#9;

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

        

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;
&#9;spawnPos  = spawnPos + (v * math.random(1,3))

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(0.5,0.5,0.5)
&#9;missile.Velocity = v * 400
&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
&#9;missile.Shape = 1
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Bullet&quot;
&#9;missile.Elasticity = 0
&#9;missile.Reflectance = 0
&#9;missile.Friction = .9

&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,90,0)
&#9;force.Parent = missile
&#9;
&#9;Tool.BrickCleanup:clone().Parent = missile

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Dexterity.Value + dmg

&#9;insta = Instance.new(&quot;BoolValue&quot;,missile)
&#9;insta.Name = &quot;DeKill&quot;
&#9;insta.Value = false

&#9;if game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.DeKill.Value == true then
&#9;insta.Value = true
&#9;end

&#9;local d = script.Parent.Dmg:clone()
&#9;d.Parent = missile

&#9;local new_script = script.Parent.Paintball:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile

&#9;missile.Parent = game.Workspace

end


function staffUp()
&#9;Tool.GripForward = Vector3.new(0,0,-1)
&#9;Tool.GripRight = Vector3.new(1,0,0)
&#9;Tool.GripUp = Vector3.new(0,1,0)
end

function staffOut()
&#9;Tool.GripForward = Vector3.new(.0976, .00976, -.995)
&#9;Tool.GripRight = Vector3.new(.195, -.981, .00952)
&#9;Tool.GripUp = Vector3.new(.976, .195, .0976)
end

function isTurbo(character)
&#9;return character:FindFirstChild(&quot;BoltHelm&quot;) ~= nil
end

function check(en)
---------------------------------------Function start here.
if (Tool.Enabled == false) then
return false
end--end for if!
-------------------------------
if (Tool.Enabled == true) then
return true
end
---------------------------------------Function end here.
end


Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;--Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit
&#9;
&#9;if (check()) then
&#9;fire(lookAt)
&#9;wait(0.1)
&#9;onActivated()
&#9;end
&#9;return

&#9;--Tool.Enabled = true
end

dat = false

local function onKeyDown( key , stats, me)
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.medc.Value &lt; 1 then
&#9;&#9;stats.medc.Value = 300
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + stats.med.Value
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.walc.Value &lt; 1 and stats.Waller.Value == true then
&#9;&#9;stats.walc.Value = 20
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerSkill:clone()
&#9;amnt = 15
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.dcfc.Value &lt; 1 and stats.DefendorCryForm.Value == true then
&#9;&#9;stats.dcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitt(game.Lighting.DefendorDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then
&#9;&#9;if stats.revoc.Value &lt; 1 and stats.Revolver.Value == true then
&#9;&#9;stats.revoc.Value = 30
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBullet:clone()
&#9;amnt = 5
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Dexterity.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;end dat = false
end

function onEquipped(m)
--&#9;Tool.Handle.EquipSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX13839">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = true
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;

&#9;--wait(.5)
&#9;--mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;--enabled = true
&#9;--mouse.Button1Up:connect(function() onButton1Up(mouse) end)

end

function onButton1Up(mouse)
enabled = false
Tool.Enabled = false
mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
wait(2.2)
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
enabled = true
Tool.Enabled = true
end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end
script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.WizardStaff.Disabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
&#9;mouse.Button1Up:connect(function() onButton1Up(mouse)end)
end

Tool.Unequipped:connect(function()
--script.Parent.WizardStaff.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX13840">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX13841">
						<Properties>
							<string name="Name">Angles</string>
							<double name="Value">-80</double>
						</Properties>
					</Item>
				</Item>
				<Item class="BillboardGui" referent="RBX13842">
					<Properties>
						<bool name="Active">false</bool>
						<Ref name="Adornee">null</Ref>
						<bool name="AlwaysOnTop">false</bool>
						<bool name="Enabled">true</bool>
						<Vector3 name="ExtentsOffset">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
						</Vector3>
						<string name="Name">InfoGui</string>
						<Ref name="PlayerToHideFrom">null</Ref>
						<UDim2 name="Size">
							<XS>0</XS>
							<XO>30</XO>
							<YS>0</YS>
							<YO>30</YO>
						</UDim2>
						<Vector2 name="SizeOffset">
							<X>0</X>
							<Y>0</Y>
						</Vector2>
						<Vector3 name="StudsOffset">
							<X>0</X>
							<Y>2</Y>
							<Z>0</Z>
						</Vector3>
					</Properties>
					<Item class="TextLabel" referent="RBX13843">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">Level</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>-35</XO>
								<YS>0</YS>
								<YO>-20</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>40</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Level: 1</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">0</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX13844">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">script.Parent.Adornee = script.Parent.Parent

script.Parent = nil
---No its teh spinning thing for ninja skill
</ProtectedString>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX13845">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">Guild</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>-35</XO>
								<YS>0</YS>
								<YO>-35</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>40</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">[None]</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">0</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX13846">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">Rank</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>-35</XO>
								<YS>0</YS>
								<YO>-60</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>60</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">[Admin]</string>
							<Color3 name="TextColor3">4278255360</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">0</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13847">
					<Properties>
						<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">Cliff2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13848">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX13849">
							<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>121</X>
									<Y>63.5</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX13850">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX13851">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13852">
							<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>121</X>
									<Y>62</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX13853">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX13854">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13855">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13856">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX13857">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX13858">
							<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">24</int>
								<CoordinateFrame name="CFrame">
									<X>120.5</X>
									<Y>60</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13859">
							<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">24</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>60</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX13860">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13861">
							<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>122.5</X>
									<Y>62</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX13862">
							<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>119.5</X>
									<Y>62</Y>
									<Z>-327.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13863">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13864">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13865">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13866">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX13867">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX13868">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">8500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13869">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">750</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13870">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX13871">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX13872">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX13873">
					<Properties>
						<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">RARESNOOPDOGSMODELS</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX13874">
						<Properties>
							<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">CryFormCrusadorBoss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX13875">
							<Properties>
								<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">Chest</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX13876">
								<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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-1.5</X>
										<Y>62</Y>
										<Z>-170</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Middle</string>
									<float name="Reflectance">0.200000003</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="ManualWeld" referent="RBX13877">
									<Properties>
										<CoordinateFrame name="C0">
											<X>-1</X>
											<Y>-1</Y>
											<Z>-0.5</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>
										<CoordinateFrame name="C1">
											<X>0.5</X>
											<Y>-1</Y>
											<Z>-0.5</Z>
											<R00>-3.26636837e-005</R00>
											<R01>4.31581502e-005</R01>
											<R02>-1</R02>
											<R10>9.29513244e-010</R10>
											<R11>1</R11>
											<R12>4.31581502e-005</R12>
											<R20>0.99999994</R20>
											<R21>4.80190998e-010</R21>
											<R22>-3.26636873e-005</R22>
										</CoordinateFrame>
										<string name="Name">Middle-to-Middle Strong Joint</string>
										<Ref name="Part0">null</Ref>
										<Ref name="Part1">null</Ref>
										<int name="Surface0">3</int>
										<int name="Surface1">0</int>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX13878">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">135</int>
									<CoordinateFrame name="CFrame">
										<X>-1.5</X>
										<Y>63.6000023</Y>
										<Z>-170</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">3</token>
									<token name="FrontSurfaceInput">0</token>
									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
									<token name="LeftSurface">0</token>
									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">false</bool>
									<token name="Material">256</token>
									<string name="Name">Hat</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>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>1.20000005</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX13879">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1286427</url></Content>
										<token name="MeshType">5</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1.10000002</X>
											<Y>1.10000002</Y>
											<Z>1.10000002</Z>
										</Vector3>
										<Content name="TextureId"><url>http://www.roblox.com/asset/?id=41316601</url></Content>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX13880">
									<Properties>
										<Color3 name="Color">4294934528</Color3>
										<bool name="Enabled">true</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">9</float>
										<float name="size_xml">5</float>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX13881">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">24</int>
									<CoordinateFrame name="CFrame">
										<X>-1.21716309</X>
										<Y>64.8159103</Y>
										<Z>-170</Z>
										<R00>1</R00>
										<R01>4.31581466e-005</R01>
										<R02>4.80200768e-010</R02>
										<R10>9.29503585e-010</R10>
										<R11>-3.26636837e-005</R11>
										<R12>1</R12>
										<R20>4.31581502e-005</R20>
										<R21>-0.99999994</R21>
										<R22>-3.26636873e-005</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>2</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX13882">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><url>http://www.roblox.com/asset/?id=3270017</url></Content>
										<token name="MeshType">5</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Content name="TextureId"><null></null></Content>
										<Vector3 name="VertexColor">
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								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14015">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14016">
							<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>-2.5</X>
									<Y>62</Y>
									<Z>-323.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14017">
							<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>-5.5</X>
									<Y>62</Y>
									<Z>-323.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14018">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14019">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14020">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14021">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14022">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14023">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">8500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14024">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">750</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14025">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14026">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14027">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14028">
					<Properties>
						<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">Boss15</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14029">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14030">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>80.0999985</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14031">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14032">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14033">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>78.5999985</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14034">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14035">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14036">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14037">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14038">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14039">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>76.5999985</Y>
									<Z>8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14040">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>76.5999985</Y>
									<Z>9.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14041">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>78.5999985</Y>
									<Z>10.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14042">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>78.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14043">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Throw&quot;,&quot;Spin&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 10

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14044">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14045">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1000000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14046">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14047">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14048">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14049">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">267</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14050">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14051">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14052">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.HollyTech)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14053">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14054">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14055">
					<Properties>
						<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">Boss16</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14056">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14057">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>32</X>
									<Y>80.0999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14058">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14059">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14060">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>32</X>
									<Y>78.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14061">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14062">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14063">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14064">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14065">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14066">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>31.5</X>
									<Y>76.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14067">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>76.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14068">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14069">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>78.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14070">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>30.5</X>
									<Y>78.5999985</Y>
									<Z>53.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14071">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 12

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.DaPinkOne)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14072">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14073">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14074">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg
myTarget = nil

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Gunz&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8


local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,1)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket

function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.new(&quot;Really black&quot;)

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,3)

&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;end end)
&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace


end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
scanForHumans()
&#9;wait(0.3)
m = math.random(1,5)
if m == 2 then
script.Parent.Zombie.Jump = true
end
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;aimedTarget = myTarget
&#9;if aimedTarget then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
fire(aimedTarget.PrimaryPart.Position,script.Parent.Torso)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;end
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14075">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14076">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14077">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">10</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14078">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">35</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14079">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 900

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14080">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14081">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Waller&quot;,&quot;Revolver&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 25

wait(5)

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Waller&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WallerBossSkill:clone()
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
elseif attack == &quot;Revolver&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Name = &quot;Mesh&quot;
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,2,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;m = Wave
&#9;&#9;&#9;m.Mesh.Scale = m.Mesh.Scale + Vector3.new(1, 1, 1)
&#9;&#9;&#9;m.Transparency = m.Transparency + 0.055
&#9;&#9;&#9;m.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,6 do wait()
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBossBullet:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14082">
							<Properties>
								<string name="Name">Dis</string>
								<double name="Value">400</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14083">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(dmger,3)
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range

shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14084">
					<Properties>
						<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">Four8</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14085">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14086">
							<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>36</X>
									<Y>80.0999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14087">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14088">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14089">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>36</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14090">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14091">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14092">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14093">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14094">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14095">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>35.5</X>
									<Y>76.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14096">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>36.5</X>
									<Y>76.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14097">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14098">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>37.5</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14099">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>34.5</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14100">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14101">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14102">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14103">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S4.Position, game.Workspace.Map.S4)
until
(script.Parent.Torso.Position - game.Workspace.Map.S4.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14104">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14105">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14106">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14107">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">175</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14108">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14109">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14110">
					<Properties>
						<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">Four1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14111">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14112">
							<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>217.5</X>
									<Y>80.0999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14113">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14114">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14115">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>78.5999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14116">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14117">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14118">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14119">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14120">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14121">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>76.5999985</Y>
									<Z>6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14122">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>76.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14123">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14124">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>78.5999985</Y>
									<Z>8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14125">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>217.5</X>
									<Y>78.5999985</Y>
									<Z>5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14126">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14127">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14128">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14129">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14130">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14131">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14132">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">65</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14133">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">120</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14134">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14135">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14136">
					<Properties>
						<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">Four2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14137">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14138">
							<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>-148.5</X>
									<Y>80.0999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14139">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14140">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14141">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>78.5999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14142">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14143">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14144">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14145">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14146">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14147">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>76.5999985</Y>
									<Z>6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14148">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>76.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14149">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14150">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>78.5999985</Y>
									<Z>8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14151">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-148.5</X>
									<Y>78.5999985</Y>
									<Z>5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14152">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14153">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14154">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14155">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14156">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14157">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14158">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">65</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14159">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">120</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14160">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14161">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14162">
					<Properties>
						<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">Four3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14163">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14164">
							<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>33</X>
									<Y>80.0999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14165">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14166">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14167">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>33</X>
									<Y>78.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14168">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14169">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14170">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14171">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14172">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14173">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>76.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14174">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>76.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14175">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14176">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>34.5</X>
									<Y>78.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14177">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>31.5</X>
									<Y>78.5999985</Y>
									<Z>189.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14178">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14179">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14180">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14181">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S3.Position, game.Workspace.Map.S3)
until
(script.Parent.Torso.Position - game.Workspace.Map.S3.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14182">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14183">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14184">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">65</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14185">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">120</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14186">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14187">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14188">
					<Properties>
						<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">Four4</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14189">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14190">
							<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>31</X>
									<Y>80.0999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14191">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14192">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14193">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>31</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14194">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14195">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14196">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14197">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14198">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14199">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>30.5</X>
									<Y>76.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14200">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>31.5</X>
									<Y>76.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14201">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14202">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14203">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>29.5</X>
									<Y>78.5999985</Y>
									<Z>-178.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14204">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14205">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14206">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14207">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S4.Position, game.Workspace.Map.S4)
until
(script.Parent.Torso.Position - game.Workspace.Map.S4.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14208">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14209">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">300</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14210">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">65</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14211">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">120</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14212">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14213">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14214">
					<Properties>
						<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">Four5</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14215">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14216">
							<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>215.5</X>
									<Y>80.0999985</Y>
									<Z>6</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14217">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14218">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14219">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>78.5999985</Y>
									<Z>6</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14220">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14221">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14222">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14223">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14224">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14225">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>76.5999985</Y>
									<Z>5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14226">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>76.5999985</Y>
									<Z>6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14227">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14228">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>78.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14229">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>215.5</X>
									<Y>78.5999985</Y>
									<Z>4.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14230">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14231">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14232">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14233">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14234">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14235">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14236">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14237">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">175</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14238">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14239">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14240">
					<Properties>
						<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">Four6</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14241">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14242">
							<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>-146.5</X>
									<Y>80.0999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14243">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14244">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14245">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>78.5999985</Y>
									<Z>7</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14246">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14247">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14248">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14249">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14250">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14251">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>76.5999985</Y>
									<Z>6.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14252">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>76.5999985</Y>
									<Z>7.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14253">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14254">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>78.5999985</Y>
									<Z>8.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14255">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>-146.5</X>
									<Y>78.5999985</Y>
									<Z>5.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14256">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14257">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14258">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14259">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14260">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14261">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14262">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14263">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">175</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14264">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14265">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14266">
					<Properties>
						<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">Four7</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14267">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14268">
							<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>34</X>
									<Y>80.0999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14269">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14270">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14271">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>34</X>
									<Y>78.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.600000024</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14272">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14273">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14274">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14275">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14276">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14277">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>76.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14278">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>34.5</X>
									<Y>76.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14279">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14280">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>35.5</X>
									<Y>78.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14281">
							<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">141</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>78.5999985</Y>
									<Z>187.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14282">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14283">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14284">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14285">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S3.Position, game.Workspace.Map.S3)
until
(script.Parent.Torso.Position - game.Workspace.Map.S3.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14286">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14287">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14288">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14289">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">175</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14290">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14291">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14292">
					<Properties>
						<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">FourCorners</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14293">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Model</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX14294">
							<Properties>
								<CoordinateFrame name="ModelInPrimary">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">Model</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX14295">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>33</X>
										<Y>84.3999481</Y>
										<Z>-185.47998</Z>
										<R00>1</R00>
										<R01>3.05180438e-005</R01>
										<R02>-3.05171125e-005</R02>
										<R10>-3.05171125e-005</R10>
										<R11>1</R11>
										<R12>3.05180438e-005</R12>
										<R20>3.05180438e-005</R20>
										<R21>-3.05171125e-005</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>25</X>
										<Y>17.6000004</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="BlockMesh" referent="RBX14296">
									<Properties>
										<float name="Bevel">0</float>
										<float name="Bevel Roundness">0</float>
										<float name="Bulge">0</float>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14297">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1021</int>
									<CoordinateFrame name="CFrame">
										<X>33</X>
										<Y>111</Y>
										<Z>-221</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">1280</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>100</X>
										<Y>1.20000005</Y>
										<Z>72</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX14298">
								<Properties>
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									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
									<token name="LeftSurface">0</token>
									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">true</bool>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
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									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>9</X>
										<Y>55.2000008</Y>
										<Z>75</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14374">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
									<X>21.5</X>
									<Y>64.8001251</Y>
									<Z>-50</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>19.2000008</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14375">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
									<X>44.5</X>
									<Y>64.8001251</Y>
									<Z>-50</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>19.2000008</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX14376">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>-21.5</X>
								<Y>27.6003532</Y>
								<Z>7</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>9</X>
								<Y>55.2000008</Y>
								<Z>75</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX14377">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>33</X>
								<Y>27.6003532</Y>
								<Z>-47.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>9</X>
								<Y>55.2000008</Y>
								<Z>75</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Model" referent="RBX14378">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Model</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX14379">
							<Properties>
								<CoordinateFrame name="ModelInPrimary">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">Model</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX14380">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-159.479996</X>
										<Y>84.3998566</Y>
										<Z>7</Z>
										<R00>5.34682295e-005</R00>
										<R01>1.23517841e-013</R01>
										<R02>1</R02>
										<R10>-4.3159529e-005</R10>
										<R11>1</R11>
										<R12>2.30754016e-009</R12>
										<R20>-1</R20>
										<R21>-4.3159529e-005</R21>
										<R22>5.34682295e-005</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>25</X>
										<Y>17.6000004</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="BlockMesh" referent="RBX14381">
									<Properties>
										<float name="Bevel">0</float>
										<float name="Bevel Roundness">0</float>
										<float name="Bulge">0</float>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14382">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1021</int>
									<CoordinateFrame name="CFrame">
										<X>-195</X>
										<Y>111</Y>
										<Z>7</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">1280</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>100</X>
										<Y>1.20000005</Y>
										<Z>72</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX14383">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14384">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14385">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>-195</X>
										<Y>92.4000015</Y>
										<Z>7</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
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									</Vector3>
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									<float name="TopParamB">0.5</float>
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									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>100</X>
										<Y>36</Y>
										<Z>72</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX14386">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14387">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14388">
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									<token 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">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-159.479996</X>
										<Y>95.9997864</Y>
										<Z>7</Z>
										<R00>5.34682295e-005</R00>
										<R01>1.23517841e-013</R01>
										<R02>1</R02>
										<R10>-4.3159529e-005</R10>
										<R11>1</R11>
										<R12>2.30754016e-009</R12>
										<R20>-1</R20>
										<R21>-4.3159529e-005</R21>
										<R22>5.34682295e-005</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>5.5999999</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
								<Item class="BlockMesh" referent="RBX14389">
									<Properties>
										<float name="Bevel">0</float>
										<float name="Bevel Roundness">0</float>
										<float name="Bulge">0</float>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX14390">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14391">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX14392">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-159.479996</X>
										<Y>95.9998016</Y>
										<Z>13.5</Z>
										<R00>-1</R00>
										<R01>3.05171125e-005</R01>
										<R02>3.05180438e-005</R02>
										<R10>3.05180438e-005</R10>
										<R11>1</R11>
										<R12>3.05171125e-005</R12>
										<R20>-3.05171125e-005</R20>
										<R21>3.05180438e-005</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
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									<token name="FrontSurfaceInput">0</token>
									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
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									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">true</bool>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>5.5999999</Y>
										<Z>12</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX14393">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Content name="TextureId"><null></null></Content>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX14394">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14395">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX14396">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
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									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">1003</int>
									<CoordinateFrame name="CFrame">
										<X>-159.479996</X>
										<Y>95.9998169</Y>
										<Z>0.5</Z>
										<R00>1</R00>
										<R01>3.05180438e-005</R01>
										<R02>-3.05171125e-005</R02>
										<R10>-3.05171125e-005</R10>
										<R11>1</R11>
										<R12>3.05180438e-005</R12>
										<R20>3.05180438e-005</R20>
										<R21>-3.05171125e-005</R21>
										<R22>1</R22>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
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									<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>
									<token name="formFactorRaw">2</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>5.5999999</Y>
										<Z>12</Z>
									</Vector3>
								</Properties>
								<Item class="SpecialMesh" referent="RBX14397">
									<Properties>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<Content name="MeshId"><null></null></Content>
										<token name="MeshType">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Content name="TextureId"><null></null></Content>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
								<Item class="Fire" referent="RBX14398">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14399">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14400">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-94</X>
										<Y>77.3999786</Y>
										<Z>-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>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
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									<float name="FrontParamB">0.5</float>
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									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
									<token name="LeftSurface">0</token>
									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">true</bool>
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									<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>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX14401">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14402">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14403">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-70</X>
										<Y>77.4000015</Y>
										<Z>19</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
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									<float name="FrontParamB">0.5</float>
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								<Item class="Fire" referent="RBX14404">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
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										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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										<Y>77.4000015</Y>
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										<R01>0</R01>
										<R02>1</R02>
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								<Item class="Fire" referent="RBX14407">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14408">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
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										<Z>7</Z>
										<R00>5.34682295e-005</R00>
										<R01>1.23517841e-013</R01>
										<R02>1</R02>
										<R10>-4.3159529e-005</R10>
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										<R20>-1</R20>
										<R21>-4.3159529e-005</R21>
										<R22>5.34682295e-005</R22>
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										<Z>114</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14410">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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									<Item class="Script" referent="RBX14411">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX14412">
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									<float name="BottomParamB">0.5</float>
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										<Z>19</Z>
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								</Properties>
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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									<float name="BottomParamB">0.5</float>
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								</Properties>
								<Item class="Fire" referent="RBX14416">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								</Item>
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										<Y>79.7999725</Y>
										<Z>19</Z>
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										<R01>0</R01>
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										<R12>-0</R12>
										<R20>-1</R20>
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								<Item class="Fire" referent="RBX14419">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14422">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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									<float name="BottomParamB">0.5</float>
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									<int name="BrickColor">38</int>
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										<Y>77.3999481</Y>
										<Z>-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>
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									<float name="Elasticity">0.5</float>
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										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14425">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14426">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>19</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>
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									<float name="Elasticity">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14428">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14429">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14430">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
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										<Y>77.3999786</Y>
										<Z>19</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
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										<R12>-0</R12>
										<R20>-1</R20>
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										<Y>3.60000014</Y>
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								</Properties>
								<Item class="Fire" referent="RBX14431">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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									<Item class="Script" referent="RBX14432">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14433">
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									<float name="BackParamA">-0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>19</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>
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										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14434">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14435">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
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										<Y>77.3999786</Y>
										<Z>19</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>
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										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14437">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14438">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX14439">
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										<bool name="Enabled">false</bool>
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											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Z>19</Z>
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								<Item class="Fire" referent="RBX14443">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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								</Item>
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										<Z>19</Z>
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										<R12>-0</R12>
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									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Item>
							</Item>
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										<Z>19</Z>
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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											<bool name="Disabled">false</bool>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<R20>-1</R20>
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
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										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								</Item>
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							<Item class="Part" referent="RBX14457">
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									<int name="BrickColor">38</int>
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										<Z>19</Z>
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										<R10>0</R10>
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										<R20>-1</R20>
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								<Item class="Fire" referent="RBX14458">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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									<float name="BottomParamB">0.5</float>
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									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>19</Z>
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										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14461">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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									<Item class="Script" referent="RBX14462">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
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									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
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										<Z>19</Z>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
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										<R12>-0</R12>
										<R20>-1</R20>
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									<token name="RightSurfaceInput">0</token>
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								</Properties>
								<Item class="Fire" referent="RBX14464">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14465">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14466">
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									<float name="BackParamB">0.5</float>
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									<float name="BottomParamB">0.5</float>
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									<int name="BrickColor">38</int>
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										<Z>19</Z>
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										<R12>-0</R12>
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								<Item class="Fire" referent="RBX14467">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX14469">
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
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										<Y>77.4000015</Y>
										<Z>19</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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								</Properties>
								<Item class="Fire" referent="RBX14470">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<token name="BottomSurface">0</token>
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										<Y>77.3999786</Y>
										<Z>-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>
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								<Item class="Fire" referent="RBX14473">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
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script.Parent.Parent.Touched:connect(Spread)
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&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<bool name="Enabled">false</bool>
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&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<int name="BrickColor">38</int>
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								<Item class="Fire" referent="RBX14494">
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										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Item>
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									<token name="BottomSurface">0</token>
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										<Y>77.3999786</Y>
										<Z>-5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
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										<R12>-0</R12>
										<R20>-1</R20>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14497">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14498">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Item>
							</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
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										<Z>-5</Z>
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										<R01>0</R01>
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										<R12>-0</R12>
										<R20>-1</R20>
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								<Item class="Fire" referent="RBX14500">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX14502">
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									<float name="BackParamA">-0.5</float>
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									<token name="BottomSurfaceInput">0</token>
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								<Item class="Fire" referent="RBX14503">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								<Item class="Fire" referent="RBX14506">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								<Item class="Fire" referent="RBX14509">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-82</X>
										<Y>77.3999786</Y>
										<Z>-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>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14512">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14513">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
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										<Y>77.3999481</Y>
										<Z>-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>
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									<token name="RightSurfaceInput">0</token>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14515">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14516">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14517">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-22</X>
										<Y>77.3999786</Y>
										<Z>19</Z>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14518">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14519">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14520">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
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										<Y>77.4000015</Y>
										<Z>19</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14521">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14522">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
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									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>-5</Z>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
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								</Properties>
								<Item class="Fire" referent="RBX14524">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
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										<Y>27.6002007</Y>
										<Z>7</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
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										<R12>0</R12>
										<R20>0</R20>
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										<X>0</X>
										<Y>0</Y>
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										<bool name="Enabled">false</bool>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<R01>0</R01>
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										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Item>
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								<Item class="Fire" referent="RBX14540">
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										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<int name="BrickColor">38</int>
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										<Y>77.4000015</Y>
										<Z>-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>
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									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
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									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
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										<Y>0</Y>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14546">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14547">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
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										<Y>77.4000015</Y>
										<Z>-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>
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									<float name="Elasticity">0.5</float>
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									<token name="LeftSurfaceInput">0</token>
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									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
										<Y>0</Y>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14549">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14550">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14551">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-38</X>
										<Y>77.4000015</Y>
										<Z>-5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14552">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14553">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14554">
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									<float name="BackParamA">-0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>-5</Z>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
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										<R20>-1</R20>
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										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14555">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14556">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
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										<Y>77.4000015</Y>
										<Z>19</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14558">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								</Item>
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										<R01>0</R01>
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								<Item class="Fire" referent="RBX14561">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14562">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14563">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>-181</X>
										<Y>27.6002159</Y>
										<Z>61.5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
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									<Vector3 name="size">
										<X>9</X>
										<Y>55.2000008</Y>
										<Z>75</Z>
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								</Properties>
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							<Item class="Part" referent="RBX14564">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
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									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>-181</X>
										<Y>37.2000008</Y>
										<Z>7</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
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									<float name="Reflectance">0</float>
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									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
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									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
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										<Y>0</Y>
										<Z>0</Z>
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									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>100</X>
										<Y>74.4000015</Y>
										<Z>100</Z>
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								</Properties>
							</Item>
							<Item class="Part" referent="RBX14565">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-124</X>
										<Y>64.799881</Y>
										<Z>-4.5</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">512</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>2</X>
										<Y>19.2000008</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX14566">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14567">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14568">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-30</X>
										<Y>77.4000015</Y>
										<Z>19</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">512</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
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									<float name="TopParamB">0.5</float>
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									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<token name="shape">1</token>
									<Vector3 name="size">
										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX14569">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14570">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14571">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
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										<Y>77.3999786</Y>
										<Z>-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>
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									<bool name="CanCollide">true</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
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										<Y>3.60000014</Y>
										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14572">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14573">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14574">
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									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
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									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-18</X>
										<Y>77.3999481</Y>
										<Z>-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>
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									<float name="RightParamB">0.5</float>
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									<token name="RightSurfaceInput">0</token>
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										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<float name="TopParamB">0.5</float>
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									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<Vector3 name="size">
										<X>1</X>
										<Y>3.60000014</Y>
										<Z>2</Z>
									</Vector3>
								</Properties>
								<Item class="Fire" referent="RBX14575">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14576">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14577">
								<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>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
									<CoordinateFrame name="CFrame">
										<X>-22</X>
										<Y>77.3999481</Y>
										<Z>-5</Z>
										<R00>0</R00>
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								</Properties>
								<Item class="Fire" referent="RBX14578">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<int name="BrickColor">38</int>
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										<Y>77.4000015</Y>
										<Z>19</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>
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									<float name="Elasticity">0.5</float>
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										<Z>2</Z>
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								</Properties>
								<Item class="Fire" referent="RBX14581">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14582">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
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									<token name="BottomSurface">0</token>
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									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>19</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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										<Z>2</Z>
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								<Item class="Fire" referent="RBX14584">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
									</Properties>
									<Item class="Script" referent="RBX14585">
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Part" referent="RBX14586">
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									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
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										<Y>77.4000015</Y>
										<Z>19</Z>
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										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
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										<R12>-0</R12>
										<R20>-1</R20>
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								<Item class="Fire" referent="RBX14587">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX14589">
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">38</int>
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										<Y>77.3999786</Y>
										<Z>-5</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
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										<R12>-0</R12>
										<R20>-1</R20>
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								</Properties>
								<Item class="Fire" referent="RBX14590">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
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											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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										<R01>0</R01>
										<R02>1</R02>
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										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
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								</Properties>
								<Item class="Fire" referent="RBX14593">
									<Properties>
										<Color3 name="Color">4294946048</Color3>
										<bool name="Enabled">false</bool>
										<string name="Name">Fire</string>
										<Color3 name="SecondaryColor">4294901760</Color3>
										<float name="heat_xml">25</float>
										<float name="size_xml">30</float>
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											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Spread</string>
											<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
										</Properties>
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								</Item>
							</Item>
							<Item class="Part" referent="RBX14595">
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									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>-126.5</X>
										<Y>27.6002007</Y>
										<Z>7</Z>
										<R00>-1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>-1</R22>
									</CoordinateFrame>
									<bool name="CanCollide">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
									<float name="RightParamA">-0.5</float>
									<float name="RightParamB">0.5</float>
									<token name="RightSurface">0</token>
									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
									<token name="TopSurface">0</token>
									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>9</X>
										<Y>55.2000008</Y>
										<Z>75</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Part" referent="RBX14596">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>-181</X>
										<Y>27.6002159</Y>
										<Z>-47.5</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">false</bool>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float name="LeftParamA">-0.5</float>
									<float name="LeftParamB">0.5</float>
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									<token name="LeftSurfaceInput">0</token>
									<bool name="Locked">true</bool>
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									<string name="Name">Part</string>
									<float name="Reflectance">0</float>
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									<token name="RightSurfaceInput">0</token>
									<Vector3 name="RotVelocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<float name="TopParamA">-0.5</float>
									<float name="TopParamB">0.5</float>
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									<token name="TopSurfaceInput">0</token>
									<float name="Transparency">0</float>
									<Vector3 name="Velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<token name="formFactorRaw">1</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>9</X>
										<Y>55.2000008</Y>
										<Z>75</Z>
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								</Properties>
							</Item>
							<Item class="Model" referent="RBX14597">
								<Properties>
									<CoordinateFrame name="ModelInPrimary">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
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										<R20>0</R20>
										<R21>0</R21>
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									<string name="Name">Model</string>
									<Ref name="PrimaryPart">null</Ref>
								</Properties>
								<Item class="BoolValue" referent="RBX14598">
									<Properties>
										<string name="Name">RobloxModel</string>
										<bool name="Value">false</bool>
									</Properties>
								</Item>
								<Item class="BoolValue" referent="RBX14599">
									<Properties>
										<string name="Name">RobloxStamper</string>
										<bool name="Value">false</bool>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14600">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
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									<Y>64.8000031</Y>
									<Z>18.5</Z>
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									<R01>0</R01>
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									<R20>-1</R20>
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									<R22>0</R22>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
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								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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									<Y>0</Y>
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								</Vector3>
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									<Y>0</Y>
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									<Y>19.2000008</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX14601">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
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									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX14602">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								</Item>
							</Item>
						</Item>
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								<token name="BackSurfaceInput">0</token>
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								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">38</int>
								<CoordinateFrame name="CFrame">
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									<Y>64.8000031</Y>
									<Z>-4.5</Z>
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									<R11>1</R11>
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									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
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								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">1</token>
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									<X>2</X>
									<Y>19.2000008</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX14604">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX14605">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Part" referent="RBX14606">
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							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
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							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1021</int>
							<CoordinateFrame name="CFrame">
								<X>33</X>
								<Y>75</Y>
								<Z>7</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
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								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
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							<float name="Friction">0.300000012</float>
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								<Y>0</Y>
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					</Item>
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						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
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							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>33</X>
								<Y>27.6003532</Y>
								<Z>61.5</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
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							<float name="Reflectance">0</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
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							<float name="TopParamB">0.5</float>
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							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
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								<Y>55.2000008</Y>
								<Z>75</Z>
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						</Properties>
					</Item>
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							<bool name="Anchored">true</bool>
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							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>33</X>
								<Y>37.2000008</Y>
								<Z>7</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>100</X>
								<Y>74.4000015</Y>
								<Z>100</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX14609">
						<Properties>
							<bool name="Anchored">true</bool>
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							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">Boss17</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14781">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14782">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>26.5220642</X>
									<Y>91.8016205</Y>
									<Z>3.4921484</Z>
									<R00>0.0894555449</R00>
									<R01>4.31153021e-005</R01>
									<R02>-0.996000051</R02>
									<R10>-1.93252345e-006</R10>
									<R11>1</R11>
									<R12>4.31153021e-005</R12>
									<R20>0.996000051</R20>
									<R21>-1.93252345e-006</R21>
									<R22>0.0894555449</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0</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">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Dragon</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>20</X>
									<Y>26.3999996</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Script" referent="RBX14783">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Rotate</string>
									<ProtectedString name="Source">while true do
&#9;wait(15)
&#9;script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,1000,0)
&#9;wait(0)
end
</ProtectedString>
								</Properties>
							</Item>
							<Item class="SpecialMesh" referent="RBX14784">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=70429237</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>20</X>
										<Y>20</Y>
										<Z>20</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=70429281</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14785">
							<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">1013</int>
								<CoordinateFrame name="CFrame">
									<X>30</X>
									<Y>76.2000046</Y>
									<Z>2</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.300000012</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>44</X>
									<Y>1.20000005</Y>
									<Z>44</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX14786">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.20000005</X>
										<Y>0.899999976</Y>
										<Z>1.20000005</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14787">
							<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">1013</int>
								<CoordinateFrame name="CFrame">
									<X>30</X>
									<Y>78</Y>
									<Z>2</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Dish</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.300000012</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>44</X>
									<Y>1.20000005</Y>
									<Z>44</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX14788">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.29999995</X>
										<Y>1</Y>
										<Z>1.29999995</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14789">
							<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">1013</int>
								<CoordinateFrame name="CFrame">
									<X>30</X>
									<Y>76.8000031</Y>
									<Z>3</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">512</token>
								<string name="Name">Tornado</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.300000012</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>60</X>
									<Y>1.20000005</Y>
									<Z>60</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14790">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=36755354</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>30</X>
										<Y>0</Y>
										<Z>30</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=0</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Sound" referent="RBX14791">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Explosion</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/collide.wav</url></Content>
								<float name="Volume">1</float>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX14792">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Swoosh</string>
								<float name="Pitch">1</float>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/Rocket whoosh 01.wav</url></Content>
								<float name="Volume">0.699999988</float>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14793">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14794">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">5225000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14795">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14796">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 3000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 20
saythis(20,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14797">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">550</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14798">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14799">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14800">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14801">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">script.Parent:MakeJoints()

wait(2)
script.Parent:MakeJoints()

humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
script.Parent:MakeJoints()
model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14802">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">RocketScript</string>
								<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

mind = script.Parent.MinDmg
--myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + (2 * direction)
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
--[[&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)--]]
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
--&#9;&#9;end
--&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(Hit)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14803">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
myTarget = nil
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil
--[[
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7
repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S2.Position, game.Workspace.Map.S2)
until
(script.Parent.Torso.Position - game.Workspace.Map.S2.Position).magnitude &lt; 3.7
--]]

local Rocket = Instance.new(&quot;Part&quot;)
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,6)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket
script.Parent.MaxDmg:clone().Parent = Rocket
script.Parent.MinDmg:clone().Parent = Rocket
script.Parent.Clean:clone().Parent = Rocket


function fire(target,item)


&#9;local dir = target - item.Position
&#9;dir = computeDirection(dir)


&#9;local missile = Rocket:clone()

Rocket.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
missile.Transparency = 0.5
missile.CanCollide = false

&#9;local spawnPos = item.Position

&#9;local pos = spawnPos + (dir * 11)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;
&#9;missile.RocketScript.Disabled = false
&#9;missile.Parent = game.Workspace
&#9;game:GetService(&quot;Debris&quot;):AddItem(missile,10)

end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
&#9;-- KILL THE HUMANS!!!!!!!!!!

&#9;-- find the closest human that is not on my team
&#9;

&#9;local players = game.Players:children()

&#9;local best_distance = 10000
&#9;local best_target = nil

&#9;for n=1,#players do
&#9;&#9;&#9;if (players[n].Character ~= nil) then
&#9;&#9;&#9;if (players[n].Character.PrimaryPart) then
&#9;&#9;&#9;&#9;local dist = (players[n].Character.PrimaryPart.Position - script.Parent.Torso.Position).magnitude
&#9;&#9;&#9;&#9;if (dist &lt; best_distance) then
&#9;&#9;&#9;&#9;&#9;best_distance = dist
&#9;&#9;&#9;&#9;&#9;best_target = players[n].Character
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;myTarget =  best_target

&#9;
end

canFire = true

script.Parent.Berserk.Changed:connect(function()
if script.Parent.Berserk.Value == true then
script.Parent.Berserk.Value = false
canFire = false
scanForHumans()
&#9;wait()
&#9;local target = myTarget
&#9;if target ~= nil then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.2)
&#9;&#9;canFire = true
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
&#9;canFire = true
end
end
end)

script.Parent.Attacks.Disabled = false

while true do
scanForHumans()
&#9;wait(1.5)
&#9;local target = myTarget
&#9;if target ~= nil and canFire == true then
&#9;&#9;if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth/2 then
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3)
&#9;&#9;else
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w1) wait(0.5)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w2) wait(0.5)
&#9;&#9;fire(target.PrimaryPart.Position,script.Parent.w3) wait(0.5)
&#9;&#9;wait(3)
--&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
--&#9;&#9;getWep(defaultWep)
--&#9;&#9;wepout = true
&#9;&#9;end
&#9;else
--&#9;loseWep(defaultwep)
&#9;print(&quot;No target&quot;)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14804">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14805">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>27.5180511</X>
									<Y>82.1016159</Y>
									<Z>3.402668</Z>
									<R00>-0.0894786641</R00>
									<R01>-1.93357982e-006</R01>
									<R02>0.995988727</R02>
									<R10>-4.31158296e-005</R10>
									<R11>1</R11>
									<R12>-1.93211713e-006</R12>
									<R20>-0.995988727</R20>
									<R21>-4.31157641e-005</R21>
									<R22>-0.0894786641</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0.899999976</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14806">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14807">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14808">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>27.5180511</X>
									<Y>80.1016159</Y>
									<Z>3.402668</Z>
									<R00>-0.0894786641</R00>
									<R01>-1.93357982e-006</R01>
									<R02>0.995988727</R02>
									<R10>-4.31158296e-005</R10>
									<R11>1</R11>
									<R12>-1.93211713e-006</R12>
									<R20>-0.995988727</R20>
									<R21>-4.31157641e-005</R21>
									<R22>-0.0894786641</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14809">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14810">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14811">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14812">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14813">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14814">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>32.6769562</X>
									<Y>104.601616</Y>
									<Z>4.94724655</Z>
									<R00>-5.34051142e-005</R00>
									<R01>0.995986164</R01>
									<R02>0.0895076394</R02>
									<R10>-1</R10>
									<R11>-5.72233512e-005</R11>
									<R12>4.00921053e-005</R12>
									<R20>4.50531115e-005</R20>
									<R21>-0.0895076394</R21>
									<R22>0.995986164</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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</float>
								<float name="LeftParamB">0</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">w1</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">0</float>
								<float name="RightParamB">0</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX14815">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX14816">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14817">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>29.5158844</X>
									<Y>90.8016205</Y>
									<Z>-2.29896927</Z>
									<R00>0.995986223</R00>
									<R01>0.0895067975</R01>
									<R02>-4.0334533e-005</R02>
									<R10>-4.31165136e-005</R10>
									<R11>2.9147699e-005</R11>
									<R12>-1</R12>
									<R20>-0.08950679</R20>
									<R21>0.995986223</R21>
									<R22>3.28899259e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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</float>
								<float name="LeftParamB">0</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">w2</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">0</float>
								<float name="RightParamB">0</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX14818">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX14819">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14820">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>8.5</X>
									<Y>98.8000031</Y>
									<Z>5</Z>
									<R00>0</R00>
									<R01>1</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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</float>
								<float name="LeftParamB">0</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">w3</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">0</float>
								<float name="RightParamB">0</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX14821">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX14822">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14823">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>30.5001602</X>
									<Y>89.6016159</Y>
									<Z>8.65690613</Z>
									<R00>0.995989919</R00>
									<R01>-0.0894656032</R01>
									<R02>-2.84854673e-006</R02>
									<R10>-1.93715073e-006</R10>
									<R11>-5.3405216e-005</R11>
									<R12>1</R12>
									<R20>-0.0894655958</R20>
									<R21>-0.995989919</R21>
									<R22>-5.33643615e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<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</float>
								<float name="LeftParamB">0</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">w</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">0</float>
								<float name="RightParamB">0</float>
								<token name="RightSurface">2</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Snap" referent="RBX14824">
								<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>
								</Properties>
							</Item>
							<Item class="CylinderMesh" referent="RBX14825">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Script" referent="RBX14826">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Wave&quot;,&quot;Berserk&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 20

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Wave&quot; then
tor = script.Parent.Tornado.Mesh
datTHing = script.Parent.Dish:clone()
datTHing.Anchored = false
datTHing.CanCollide = false
datTHing.Position = script.Parent.Dragon.Position
datTHing.Touched:connect(function(hit)
if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
hit.Parent.Humanoid:TakeDamage(500)
end end)
datTHing.Parent = game.Workspace
game:GetService(&quot;Debris&quot;):AddItem(datTHing,10)
tor.Scale = Vector3.new(30, 0, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 25, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 50, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 75, 30) 
wait(0.5)
tor.Scale = Vector3.new(30, 75, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 50, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 25, 30) 
wait(0.5) 
tor.Scale = Vector3.new(30, 0, 30) 
wait(11.5)  
elseif attack == &quot;Berserk&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 5, 5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Berserk.Value = true
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="BoolValue" referent="RBX14827">
							<Properties>
								<string name="Name">Berserk</string>
								<bool name="Value">false</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14828">
					<Properties>
						<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">Boss18</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14829">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14830">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>-4</X>
									<Y>28.6000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14831">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX14832">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14833">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-4</X>
									<Y>27.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX14834">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX14835">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14836">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14837">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX14838">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14839">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-4.5</X>
									<Y>25.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14840">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-3.5</X>
									<Y>25.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX14841">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14842">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-2.5</X>
									<Y>27.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14843">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-5.5</X>
									<Y>27.1000004</Y>
									<Z>62.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14844">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.LumouriusBoss)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14845">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14846">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14847">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = script.Parent.CryForm

healed = false

while true do
&#9;wait()


if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth /2 and charged.Value == false then
for _,things in pairs(script.Parent:GetChildren()) do&#9;
if things:IsA(&quot;Model&quot;) and charged.Value == false then
&#9;things:remove()
&#9;end
&#9;end
&#9;charged.Value = true
&#9;suit(game.Lighting.LumouriusCryFormBoss)
script.Parent.Zombie.Health = script.Parent.Zombie.MaxHealth
&#9;script.Parent.Head.Transparency = 1
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = script.Parent.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = script.Parent.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = script.Parent.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;end

if script.Parent.Zombie.Health &lt; script.Parent.Zombie.MaxHealth /2.5 and charged.Value == true and healed == false then
healed = true
for _,players in pairs(game.Players:GetPlayers()) do
if players.Character then
if players.Character:findFirstChild(&quot;Humanoid&quot;) then
players.Character.Humanoid.Health = 45
end
end
end
script.Parent.Zombie.Health = script.Parent.Zombie.MaxHealth / 1.5
end

&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX14848">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX14849">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">100000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14850">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">4500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14851">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">8999</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14852">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 3600

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14853">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX14854">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;EN&quot;,&quot;Adrenaline&quot;,&quot;HealthDart&quot;,&quot;Rager&quot;}

function textAll(mess,duration)
m = game.Lighting.EnemyGui
for _,things in pairs(game.Players:GetPlayers()) do
&#9;if things.PlayerGui then
&#9;&#9;a = m:clone()
&#9;&#9;a.Parent = things.PlayerGui
&#9;&#9;a.TextLabel.Text = mess
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(a,duration)
&#9;end
end
end

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = script.Parent.Cooldown

wait()

time.Changed:connect(function()
wait(20)
time.Value = 20
script.Parent.Zombie.WalkSpeed = 20
script.Parent.MaxDmg.Value = 8999
end)

while wait(time.Value) do
attack = skills[math.random(1,#skills)]
if attack == &quot;EN&quot; then
textAll(&quot;Eclipse Nightmare&quot;,3)
&#9;for i = 1,101 do wait()
&#9;if game.Lighting.FogEnd &gt; 50 then
&#9;&#9;game.Lighting.FogColor = Color3.new(0,0,0)
&#9;&#9;game.Lighting.FogEnd = game.Lighting.FogEnd - 500
&#9;else game.Lighting.FogEnd = 50 end
&#9;end
&#9;wait(15)
&#9;if script.Parent.CryForm.Value == true then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Zombie.WalkSpeed = 35
&#9;&#9;time.Value = 19
&#9;&#9;script.Parent.MaxDmg.Value = 10000
&#9;end
&#9;wait(20)
&#9;for i = 1,101 do wait()
&#9;if game.Lighting.FogEnd &lt; 50000 then
&#9;&#9;game.Lighting.FogColor = Color3.new(0,0,0)
&#9;&#9;game.Lighting.FogEnd = game.Lighting.FogEnd + 500
&#9;else game.Lighting.FogEnd = 50000 end
&#9;end
elseif attack == &quot;Adrenaline&quot; then
textAll(&quot;Adrenaline&quot;,3)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Zombie.WalkSpeed = 30
&#9;&#9;time.Value = 10
elseif attack == &quot;Rager&quot; and script.Parent.CryForm.Value == true then
textAll(&quot;Rager&quot;,3)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;BlockMesh&quot;,Wave)
&#9;&#9;WaveMesh.Scale = Vector3.new(50,50,50)
&#9;&#9;script.Parent.Zombie.WalkSpeed = 2
&#9;&#9;for i = 1,5 do
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;Wave.Transparency = 0
&#9;&#9;WaveMesh.Scale = Vector3.new(50,50,50)
&#9;&#9;for i = 1 , 10 do
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;Wave.CFrame = Wave.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale - Vector3.new(5, 5, 5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;script.Parent.Zombie.WalkSpeed = 55
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;Wave.Size = Vector3.new(15,15,15)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,1,1)
&#9;&#9;Wave.Transparency = 0.3
&#9;&#9;for i = 1 , 160 do
&#9;&#9;Wavee = Wave:clone()
&#9;&#9;Wavee.Parent = game.Workspace
&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg / 2) end
&#9;&#9;end)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,4)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;script.Parent.Zombie.WalkSpeed = 20
else
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,5 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.HealthDartBossSkill:clone()

&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;script.Parent.Zombie.Health = script.Parent.Zombie.Health + 600
&#9;end
&#9;end)

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX14855">
							<Properties>
								<string name="Name">Cooldown</string>
								<double name="Value">20</double>
							</Properties>
						</Item>
						<Item class="BoolValue" referent="RBX14856">
							<Properties>
								<string name="Name">CryForm</string>
								<bool name="Value">false</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14857">
					<Properties>
						<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">DarkTridentLair</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX14858">
						<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>
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								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<token name="Material">512</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>21.6000004</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX14966">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14967">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-183</X>
									<Y>24.7000008</Y>
									<Z>-60</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX14968">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX14969">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>-183</X>
									<Y>25.8999996</Y>
									<Z>-60</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">512</token>
								<string name="Name">Pillars</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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>6</X>
									<Y>1.20000005</Y>
									<Z>8</Z>
								</Vector3>
							</Properties>
							<Item class="CylinderMesh" referent="RBX14970">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX14971">
					<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">21</int>
						<CoordinateFrame name="CFrame">
							<X>-12.4000006</X>
							<Y>29.6000004</Y>
							<Z>4.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">HealthDartBossSkill</string>
						<float name="Reflectance">0.5</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.899999976</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">1</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX14972">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX14973">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX14974">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX14975">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">damage = 500

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
script.Parent.Mesh:clone().Parent = m
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX14976">
						<Properties>
							<token name="LODX">2</token>
							<token name="LODY">2</token>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Offset">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>0.649999976</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/Sword.png</url></Content>
							<Vector3 name="VertexColor">
								<X>3</X>
								<Y>3</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX14977">
					<Properties>
						<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">LumouriusCryFormBoss</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX14978">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX14979">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5</X>
									<Y>27.1000004</Y>
									<Z>2.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX14980">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>5</X>
									<Y>29.5</Y>
									<Z>2.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2.79999995</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX14981">
								<Properties>
									<token name="LODX">2</token>
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								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15040">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15041">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-69.5</X>
									<Y>134.600006</Y>
									<Z>33.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15042">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-69.5</X>
									<Y>134.600006</Y>
									<Z>36.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15043">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15044">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15045">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15046">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15047">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15048">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">7000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15049">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">600</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15050">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15051">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15052">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15053">
					<Properties>
						<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">R8</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15054">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15055">
							<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>-3</X>
									<Y>136.100006</Y>
									<Z>-105.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15056">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX15057">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15058">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-3</X>
									<Y>134.600006</Y>
									<Z>-105.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX15059">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX15060">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15061">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15062">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15063">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15064">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-2.5</X>
									<Y>132.600006</Y>
									<Z>-105.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15065">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-3.5</X>
									<Y>132.600006</Y>
									<Z>-105.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15066">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15067">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-4.5</X>
									<Y>134.600006</Y>
									<Z>-105.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15068">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-1.5</X>
									<Y>134.600006</Y>
									<Z>-105.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15069">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15070">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15071">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15072">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15073">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15074">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">7000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15075">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">600</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15076">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15077">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15078">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15079">
					<Properties>
						<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">Ravine1</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX15080">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>-73.5</X>
								<Y>139.199997</Y>
								<Z>-107.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15081">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15082">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-40.4986572</X>
								<Y>131.399948</Y>
								<Z>-121.498642</Z>
								<R00>-3.2782893e-005</R00>
								<R01>0.00056105596</R01>
								<R02>-0.999999821</R02>
								<R10>1.20782149e-008</R10>
								<R11>0.999999821</R11>
								<R12>0.000561056018</R12>
								<R20>1</R20>
								<R21>6.31482422e-009</R21>
								<R22>-3.2782893e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>25.2000008</Y>
								<Z>87</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15083">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>18.5</X>
								<Y>129</Y>
								<Z>-121.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>20.3999996</Y>
								<Z>31</Z>
							</Vector3>
						</Properties>
						<Item class="Decal" referent="RBX15084">
							<Properties>
								<token name="Face">3</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=53252104</url></Content>
								<float name="Transparency">0</float>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15085">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>-8.49865723</X>
								<Y>125.200211</Y>
								<Z>-121.399445</Z>
								<R00>-3.26636837e-005</R00>
								<R01>4.31581502e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>1</R11>
								<R12>4.31581502e-005</R12>
								<R20>0.99999994</R20>
								<R21>4.80190998e-010</R21>
								<R22>-3.26636873e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>12.8000002</Y>
								<Z>13</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX15086">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15087">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>-65.5</X>
								<Y>139.199997</Y>
								<Z>-38.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15088">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15089">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>-26.1000061</X>
								<Y>121.299927</Y>
								<Z>-70</Z>
								<R00>-1.46631164e-005</R00>
								<R01>1</R01>
								<R02>1.59645049e-006</R02>
								<R10>-0.734147429</R10>
								<R11>-9.68091445e-006</R11>
								<R12>-0.678990126</R12>
								<R20>-0.678990126</R20>
								<R21>-1.11281433e-005</R21>
								<R22>0.73414737</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>9.60000038</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15090">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15091">
							<Properties>
								<float name="BaseAngle">-7.63187181e+015</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15092">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Rotate</string>
								<ProtectedString name="Source">while true do
script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,0.04,0)
wait(0.01)
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15093">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15094">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>17.5</X>
								<Y>139.199997</Y>
								<Z>-80.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15095">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15096">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-25</X>
								<Y>128.800003</Y>
								<Z>-78</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>-1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>20</X>
								<Y>20</Y>
								<Z>20</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15097">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>34.5013428</X>
								<Y>132.599976</Y>
								<Z>-86.498642</Z>
								<R00>-1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
								<R11>1</R11>
								<R12>3.05171125e-005</R12>
								<R20>-3.05171125e-005</R20>
								<R21>3.05180438e-005</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>71</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15098">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>16.5</X>
								<Y>118</Y>
								<Z>-80.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15099">
							<Properties>
								<float name="BaseAngle">-1.59228886e+017</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15100">
							<Properties>
								<float name="BaseAngle">6.24947538e-010</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15101">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15102">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>-29.499115</X>
								<Y>139.198578</Y>
								<Z>-22.5010147</Z>
								<R00>5.28721321e-005</R00>
								<R01>0.00060420105</R01>
								<R02>0.999999821</R02>
								<R10>-0.0009063498</R10>
								<R11>0.999999404</R11>
								<R12>-0.000604152912</R12>
								<R20>-0.999999583</R20>
								<R21>-0.000906317669</R21>
								<R22>5.34197206e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15103">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15104">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>36.2096596</X>
								<Y>121.799904</Y>
								<Z>-44.6482162</Z>
								<R00>0.707108617</R00>
								<R01>0.707104921</R01>
								<R02>6.74639887e-006</R02>
								<R10>-3.98166703e-005</R10>
								<R11>4.935775e-005</R11>
								<R12>-1</R12>
								<R20>-0.707104981</R20>
								<R21>0.707108617</R21>
								<R22>6.30558498e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">0</token>
							<Vector3 name="size">
								<X>20</X>
								<Y>20</Y>
								<Z>20</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15105">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>25.3080826</X>
								<Y>125.999908</Y>
								<Z>-41.6100998</Z>
								<R00>-0.707093179</R00>
								<R01>1.65139136e-005</R01>
								<R02>0.707120419</R02>
								<R10>3.98717275e-005</R10>
								<R11>1</R11>
								<R12>1.65164383e-005</R12>
								<R20>-0.707120419</R20>
								<R21>3.98727716e-005</R21>
								<R22>-0.707093179</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>14.4000006</Y>
								<Z>29</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15106">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-84.5</X>
								<Y>132.600006</Y>
								<Z>-62.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>119</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="WedgePart" referent="RBX15107">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>12.9337196</X>
								<Y>130.399734</Y>
								<Z>-29.235733</Z>
								<R00>0.707056105</R00>
								<R01>1.65156453e-005</R01>
								<R02>0.707157493</R02>
								<R10>3.98738157e-005</R10>
								<R11>-1</R11>
								<R12>-1.6513126e-005</R12>
								<R20>0.707157493</R20>
								<R21>3.98727716e-005</R21>
								<R22>-0.707056105</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15108">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>37.5690384</X>
								<Y>119.636154</Y>
								<Z>-43.1085434</Z>
								<R00>-0.311400592</R00>
								<R01>0.948048413</R01>
								<R02>0.0650679395</R02>
								<R10>-0.0496118441</R10>
								<R11>0.052159749</R11>
								<R12>-0.997405648</R12>
								<R20>-0.948982775</R20>
								<R21>-0.313820869</R21>
								<R22>0.0307918563</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>18</X>
								<Y>9.60000038</Y>
								<Z>18</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15109">
							<Properties>
								<float name="BaseAngle">4.72332893e-008</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15110">
							<Properties>
								<float name="BaseAngle">5.03727729e-030</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15111">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Rotate</string>
								<ProtectedString name="Source">while true do
script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,0.04,0)
wait(0.01)
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15112">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15113">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>10.8517323</X>
								<Y>138.999207</Y>
								<Z>-27.1679611</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
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								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15127">
							<Properties>
								<float name="BaseAngle">4.78211444e+035</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15128">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Rotate</string>
								<ProtectedString name="Source">while true do
script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,0.04,0)
wait(0.01)
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15129">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15130">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>17.5</X>
								<Y>139.199997</Y>
								<Z>-5.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15131">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="WedgePart" referent="RBX15132">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>60</X>
								<Y>131.800003</Y>
								<Z>-27</Z>
								<R00>0</R00>
								<R01>-1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>-0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>26</X>
								<Y>50</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15133">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>16.5</X>
								<Y>118</Y>
								<Z>-5.5</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15134">
							<Properties>
								<float name="BaseAngle">3.28451108e-007</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15135">
							<Properties>
								<float name="BaseAngle">-9.29472132e+012</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15136">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15137">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-4.39352798</X>
								<Y>125.999847</Y>
								<Z>-11.8994446</Z>
								<R00>-0.707121372</R00>
								<R01>1.6515778e-005</R01>
								<R02>0.707092166</R02>
								<R10>3.9872386e-005</R10>
								<R11>1</R11>
								<R12>1.6516713e-005</R12>
								<R20>-0.707092166</R20>
								<R21>3.98727752e-005</R21>
								<R22>-0.707121372</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>14.4000006</Y>
								<Z>29</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15138">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-14.2505417</X>
								<Y>138.999207</Y>
								<Z>-2.06565857</Z>
								<R00>0.707063794</R00>
								<R01>3.98733209e-005</R01>
								<R02>-0.707141817</R02>
								<R10>-1.65144629e-005</R10>
								<R11>1</R11>
								<R12>3.98733209e-005</R12>
								<R20>0.707141817</R20>
								<R21>-1.65144629e-005</R21>
								<R22>0.707063794</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>14.4000006</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15139">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-49.5</X>
								<Y>132.600006</Y>
								<Z>-2.5</Z>
								<R00>0</R00>
								<R01>0</R01>
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								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15164">
							<Properties>
								<float name="BaseAngle">1.74416132e+028</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15165">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15166">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>106.499855</X>
								<Y>117.999985</Y>
								<Z>13.5008507</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15167">
							<Properties>
								<float name="BaseAngle">2.28775807e+020</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15168">
							<Properties>
								<float name="BaseAngle">1.2680494e-014</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15169">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15170">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>107.499855</X>
								<Y>139.199188</Y>
								<Z>13.5008507</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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">4</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15171">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15172">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>48.5000305</X>
								<Y>139.199158</Y>
								<Z>-3.50001907</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15173">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15174">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>35</X>
								<Y>142.800003</Y>
								<Z>-2</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>240</X>
								<Y>7.20000029</Y>
								<Z>240</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15175">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>119.5</X>
								<Y>132.59967</Y>
								<Z>-1.49855042</Z>
								<R00>0.000571639161</R00>
								<R01>1.11808296e-008</R01>
								<R02>0.999999821</R02>
								<R10>-4.31595254e-005</R10>
								<R11>1</R11>
								<R12>1.34908484e-008</R12>
								<R20>-0.999999821</R20>
								<R21>-4.31595254e-005</R21>
								<R22>0.000571639219</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>71</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15176">
						<Properties>
							<bool name="Anchored">true</bool>
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							<bool name="Anchored">true</bool>
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							<CoordinateFrame name="CFrame">
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								<Y>125.199905</Y>
								<Z>29.5013695</Z>
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								<float name="Bevel Roundness">0</float>
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					</Item>
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							<bool name="Anchored">true</bool>
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					<Item class="Part" referent="RBX15180">
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						</Properties>
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								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
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								<string name="Name">Mesh</string>
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						</Item>
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							<Properties>
								<float name="BaseAngle">2.56635493e+032</float>
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								<string name="Name">spencer2015</string>
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							</Properties>
						</Item>
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								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
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						</Properties>
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								<float name="BaseAngle">2.62214981e+020</float>
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									<R21>0</R21>
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								</CoordinateFrame>
								<CoordinateFrame name="C1">
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								</CoordinateFrame>
								<string name="Name">FIRE</string>
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							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15186">
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									<Z>0</Z>
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								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
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							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15187">
							<Properties>
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						</Item>
					</Item>
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							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15189">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15190">
							<Properties>
								<float name="BaseAngle">5.19348418e-011</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15191">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="WedgePart" referent="RBX15192">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>10</X>
								<Y>131.800003</Y>
								<Z>23</Z>
								<R00>0</R00>
								<R01>1</R01>
								<R02>-0</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>26</X>
								<Y>50</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15193">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>87.4996262</X>
								<Y>139.199188</Y>
								<Z>33.5006218</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15194">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15195">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>75</X>
								<Y>120.800003</Y>
								<Z>47</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15196">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15197">
							<Properties>
								<float name="BaseAngle">1.75904477e+022</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15198">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="WedgePart" referent="RBX15199">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>62.3644485</X>
								<Y>130.199661</Y>
								<Z>20.0283089</Z>
								<R00>-0.707105815</R00>
								<R01>-0.707107723</R01>
								<R02>3.00918546e-005</R02>
								<R10>3.98149677e-005</R10>
								<R11>2.74139143e-006</R11>
								<R12>1</R12>
								<R20>-0.707107663</R20>
								<R21>0.707105875</R21>
								<R22>2.62150188e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15200">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>10</X>
								<Y>118.200005</Y>
								<Z>23</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>50</X>
								<Y>1.20000005</Y>
								<Z>50</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15201">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>31.4999924</X>
								<Y>139.199188</Y>
								<Z>22.4999847</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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">4</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15202">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15203">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>30.5</X>
								<Y>118</Y>
								<Z>22.5</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15204">
							<Properties>
								<float name="BaseAngle">1.40129846e-044</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15205">
							<Properties>
								<float name="BaseAngle">4.35992486e+027</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15206">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15207">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>86.4996262</X>
								<Y>117.999985</Y>
								<Z>33.5006218</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15208">
							<Properties>
								<float name="BaseAngle">244.450958</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15209">
							<Properties>
								<float name="BaseAngle">1.45848899e-019</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15210">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="WedgePart" referent="RBX15211">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>57.2732697</X>
								<Y>130.499649</Y>
								<Z>25.0194855</Z>
								<R00>-0.707121372</R00>
								<R01>-3.98719967e-005</R01>
								<R02>-0.707092166</R02>
								<R10>1.65159381e-005</R10>
								<R11>-1</R11>
								<R12>3.98720658e-005</R12>
								<R20>-0.707092166</R20>
								<R21>1.65161018e-005</R21>
								<R22>0.707121372</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
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							<Vector3 name="size">
								<X>1</X>
								<Y>5.5999999</Y>
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							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15212">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
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							<token name="BackSurfaceInput">0</token>
							<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>129.999481</X>
								<Y>120.799988</Y>
								<Z>45.0011063</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15213">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
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									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15214">
							<Properties>
								<float name="BaseAngle">6.56669049e+028</float>
								<CoordinateFrame name="C0">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
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								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15215">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
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					</Item>
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							<token name="BottomSurface">0</token>
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							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>59.7481384</X>
								<Y>138.999176</Y>
								<Z>22.5446053</Z>
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							<bool name="CanCollide">true</bool>
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							<float name="Friction">0.300000012</float>
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							<Vector3 name="size">
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							<bool name="Anchored">true</bool>
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							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
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								<Y>120.799988</Y>
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							<float name="LeftParamB">0.5</float>
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							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
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							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
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							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
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							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15218">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
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								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
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									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15219">
							<Properties>
								<float name="BaseAngle">9.8439425e-012</float>
								<CoordinateFrame name="C0">
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									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
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									<R11>1</R11>
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									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
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									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
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									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15220">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15221">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
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							<token name="BackSurfaceInput">0</token>
							<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>94.9993057</X>
								<Y>118.199997</Y>
								<Z>58.0006943</Z>
								<R00>-1</R00>
								<R01>3.05171125e-005</R01>
								<R02>3.05180438e-005</R02>
								<R10>3.05180438e-005</R10>
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								<R22>-1</R22>
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							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">800</token>
							<string name="Name">Part</string>
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							<Vector3 name="RotVelocity">
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								<Y>0</Y>
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							</Vector3>
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							<Vector3 name="Velocity">
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								<Y>0</Y>
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							</Vector3>
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							<token name="shape">1</token>
							<Vector3 name="size">
								<X>120</X>
								<Y>1.20000005</Y>
								<Z>120</Z>
							</Vector3>
						</Properties>
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							<float name="BackParamA">-0.5</float>
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							<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>154.499969</X>
								<Y>132.59967</Y>
								<Z>58.5013733</Z>
								<R00>-1</R00>
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								<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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
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							<bool name="Locked">true</bool>
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							<string name="Name">Part</string>
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							<Vector3 name="RotVelocity">
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								<Y>0</Y>
								<Z>0</Z>
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							<token name="shape">1</token>
							<Vector3 name="size">
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								<Y>27.6000004</Y>
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						</Properties>
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							<float name="BackParamA">-0.5</float>
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							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
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							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
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							</Vector3>
						</Properties>
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							<Properties>
								<token name="LODX">2</token>
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								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
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								<string name="Name">Mesh</string>
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									<Y>0</Y>
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								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
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								<Content name="TextureId"><null></null></Content>
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									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15225">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
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									<Z>0</Z>
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									<R22>1</R22>
								</CoordinateFrame>
								<CoordinateFrame name="C1">
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									<Y>0</Y>
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								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15226">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15227">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
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							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>140.499268</X>
								<Y>118.000015</Y>
								<Z>64.5012436</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15228">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15229">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15230">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15231">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>55.4993019</X>
								<Y>139.199188</Y>
								<Z>59.5002213</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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">4</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15232">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15233">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>54.4993019</X>
								<Y>118.000015</Y>
								<Z>59.5002213</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15234">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15235">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15236">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15237">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>141.499268</X>
								<Y>139.199188</Y>
								<Z>64.5012436</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15238">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15239">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>121.499374</X>
								<Y>139.199188</Y>
								<Z>54.5010071</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15240">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15241">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>92.5</X>
								<Y>118</Y>
								<Z>87.5</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">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15242">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
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									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
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									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15243">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
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									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<CoordinateFrame name="C1">
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								</CoordinateFrame>
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							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15244">
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								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
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								<string name="Name">Mesh</string>
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								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15245">
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							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
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							<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>80</X>
								<Y>120.800003</Y>
								<Z>75</Z>
								<R00>0</R00>
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							<bool name="CanCollide">true</bool>
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							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15246">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15247">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15248">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15249">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
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							<token name="BackSurfaceInput">0</token>
							<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>35.4986267</X>
								<Y>132.599731</Y>
								<Z>82.5000153</Z>
								<R00>1</R00>
								<R01>3.05180438e-005</R01>
								<R02>-3.05171125e-005</R02>
								<R10>-3.05171125e-005</R10>
								<R11>1</R11>
								<R12>3.05180438e-005</R12>
								<R20>3.05180438e-005</R20>
								<R21>-3.05171125e-005</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
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							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
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							<string name="Name">Part</string>
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							<Vector3 name="Velocity">
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								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
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							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>71</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15250">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
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							<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>60.9990997</X>
								<Y>120.800018</Y>
								<Z>78.0003128</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15251">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15252">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15253">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15254">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
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							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">4</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>93.5</X>
								<Y>139.199997</Y>
								<Z>87.5</Z>
								<R00>0</R00>
								<R01>0</R01>
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								<R12>-0</R12>
								<R20>-1</R20>
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							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
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							<float name="FrontParamB">0.5</float>
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							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<token name="Material">800</token>
							<string name="Name">Driper</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">2</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15255">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15256">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>126.998978</X>
								<Y>120.800018</Y>
								<Z>88.0010681</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15257">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15258">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15259">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15260">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>60.9988556</X>
								<Y>120.800018</Y>
								<Z>99.0003128</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15261">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15262">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15263">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15264">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>97.9988098</X>
								<Y>120.800018</Y>
								<Z>103.000732</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Handle</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">0</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>4</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15265">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1033714</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>10</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15266">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">spencer2015</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15267">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Hurting</string>
								<ProtectedString name="Source">function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if (humanoid ~= nil) then
&#9;&#9;humanoid.Health = humanoid.Health - 10
&#9;end
end

script.Parent.Touched:connect(onTouched)</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15268">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>143.49881</X>
								<Y>139.199219</Y>
								<Z>103.501266</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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">4</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15269">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(1.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15270">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>43.4989014</X>
								<Y>118.000046</Y>
								<Z>96.5001221</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15271">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15272">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15273">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15274">
						<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">199</int>
							<CoordinateFrame name="CFrame">
								<X>44.4989014</X>
								<Y>139.199219</Y>
								<Z>96.5001221</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Driper</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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15275">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">local lifetime = 1

while true do
&#9;wait(2.5)
&#9;local pos = script.Parent
&#9;local b = Instance.new(&quot;Part&quot;)&#9;

&#9;b.Position = pos.Position + pos.CFrame.lookVector
&#9;b.Size = Vector3.new(1, 1, 1)
        b.formFactor = 2
&#9;b.Shape = 1
        b.BrickColor=BrickColor.new(&quot;Bright blue&quot;)
&#9;b.Transparency = 0
&#9;b.TopSurface = &quot;Smooth&quot;
&#9;b.BottomSurface = &quot;Smooth&quot;
&#9;b.CanCollide = false
&#9;b.Parent = game.Workspace
&#9;b.Velocity = Vector3.new(0, 0, 0)
&#9;game:GetService(&quot;Debris&quot;):AddItem(b, lifetime)
end</ProtectedString>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15276">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">23</int>
							<CoordinateFrame name="CFrame">
								<X>142.49881</X>
								<Y>118.000046</Y>
								<Z>103.501266</Z>
								<R00>5.34682295e-005</R00>
								<R01>1.23517841e-013</R01>
								<R02>1</R02>
								<R10>-4.3159529e-005</R10>
								<R11>1</R11>
								<R12>2.30754016e-009</R12>
								<R20>-1</R20>
								<R21>-4.3159529e-005</R21>
								<R22>5.34682295e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">1536</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0.400000006</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="RotateP" referent="RBX15277">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">FIRE</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="RotateP" referent="RBX15278">
							<Properties>
								<float name="BaseAngle">0</float>
								<CoordinateFrame name="C0">
									<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>
								<CoordinateFrame name="C1">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">typetronack11</string>
								<Ref name="Part0">null</Ref>
								<Ref name="Part1">null</Ref>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX15279">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1.04999995</X>
									<Y>1</Y>
									<Z>1.04999995</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX15280">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>94.9986343</X>
								<Y>132.599731</Y>
								<Z>117.500824</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>27.6000004</Y>
								<Z>118</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15281">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>79.4986267</X>
								<Y>125.199936</Y>
								<Z>117.400818</Z>
								<R00>-3.26636837e-005</R00>
								<R01>4.31581502e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>1</R11>
								<R12>4.31581502e-005</R12>
								<R20>0.99999994</R20>
								<R21>4.80190998e-010</R21>
								<R22>-3.26636873e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>12.8000002</Y>
								<Z>13</Z>
							</Vector3>
						</Properties>
						<Item class="BlockMesh" referent="RBX15282">
							<Properties>
								<float name="Bevel">0</float>
								<float name="Bevel Roundness">0</float>
								<float name="Bulge">0</float>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15283">
						<Properties>
							<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">SpawnPoints</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15284">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
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									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX15296">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX15297">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15298">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15299">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15300">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15301">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>76.5</X>
									<Y>119.800003</Y>
									<Z>112.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15302">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>77.5</X>
									<Y>119.800003</Y>
									<Z>112.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15303">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15304">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>78.5</X>
									<Y>121.800003</Y>
									<Z>112.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15305">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>75.5</X>
									<Y>121.800003</Y>
									<Z>112.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15306">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15307">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15308">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15309">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15310">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15311">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15312">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15313">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">620</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15314">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15315">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15316">
					<Properties>
						<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">R2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15317">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15318">
							<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>151.5</X>
									<Y>123.300003</Y>
									<Z>28</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15319">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX15320">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15321">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>121.800003</Y>
									<Z>28</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX15322">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX15323">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15324">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15325">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15326">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15327">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>119.800003</Y>
									<Z>28.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15328">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>119.800003</Y>
									<Z>27.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15329">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15330">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>121.800003</Y>
									<Z>26.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15331">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>151.5</X>
									<Y>121.800003</Y>
									<Z>29.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15332">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15333">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15334">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15335">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15336">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15337">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15338">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15339">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">620</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15340">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15341">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15342">
					<Properties>
						<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">R3</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15343">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15344">
							<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>-82.5</X>
									<Y>123.300003</Y>
									<Z>-58</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15345">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX15346">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15347">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>121.800003</Y>
									<Z>-58</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX15348">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX15349">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15350">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15351">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15352">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15353">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>119.800003</Y>
									<Z>-57.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15354">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>119.800003</Y>
									<Z>-58.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15355">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15356">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>121.800003</Y>
									<Z>-59.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15357">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-82.5</X>
									<Y>121.800003</Y>
									<Z>-56.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15358">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15359">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15360">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15361">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15362">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15363">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15364">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15365">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">620</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15366">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15367">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15368">
					<Properties>
						<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">R4</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15369">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15370">
							<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>-5</X>
									<Y>123.300003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15371">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX15372">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15373">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-5</X>
									<Y>121.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX15374">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX15375">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15376">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15377">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15378">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15379">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-4.5</X>
									<Y>119.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15380">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-5.5</X>
									<Y>119.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15381">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15382">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-6.5</X>
									<Y>121.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15383">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-3.5</X>
									<Y>121.800003</Y>
									<Z>-118.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15384">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15385">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15386">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15387">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15388">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15389">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15390">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15391">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">620</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15392">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15393">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX15394">
					<Properties>
						<string name="Name">FloodGui</string>
					</Properties>
					<Item class="TextLabel" referent="RBX15395">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<string name="Name">Background</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>-20</XO>
								<YS>0</YS>
								<YO>-50</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>3500</XO>
								<YS>0</YS>
								<YO>3000</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4279970357</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15396">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">repeat wait() until script.Parent.Parent

game:GetService(&quot;Debris&quot;):AddItem(script.Parent,10)

for i = 1,10 do wait()
script.Parent.Background.BackgroundTransparency = script.Parent.Background.BackgroundTransparency - 0.1
end
wait(2)
for i = 1,10 do wait()
script.Parent.Background.BackgroundTransparency = script.Parent.Background.BackgroundTransparency + 0.1
end

script.Parent:remove()
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15397">
					<Properties>
						<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">WaterTroll</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15398">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15399">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>34.4000015</X>
									<Y>156.230148</Y>
									<Z>-2</Z>
									<R00>-1</R00>
									<R01>3.05171125e-005</R01>
									<R02>3.05180438e-005</R02>
									<R10>3.05180438e-005</R10>
									<R11>1</R11>
									<R12>3.05171125e-005</R12>
									<R20>-3.05171125e-005</R20>
									<R21>3.05180438e-005</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15400">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1185246</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>3</X>
										<Y>3</Y>
										<Z>4</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15401">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">23</int>
								<CoordinateFrame name="CFrame">
									<X>33.4000015</X>
									<Y>155.730148</Y>
									<Z>-2</Z>
									<R00>-1</R00>
									<R01>3.05171125e-005</R01>
									<R02>3.05180438e-005</R02>
									<R10>3.05180438e-005</R10>
									<R11>1</R11>
									<R12>3.05171125e-005</R12>
									<R20>-3.05171125e-005</R20>
									<R21>3.05180438e-005</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
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								<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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15448">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15449">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>152.400009</Y>
									<Z>-2.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15450">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15451">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1012</int>
								<CoordinateFrame name="CFrame">
									<X>35.0999756</X>
									<Y>151.630417</Y>
									<Z>-1.5</Z>
									<R00>1</R00>
									<R01>3.05180438e-005</R01>
									<R02>-3.05171125e-005</R02>
									<R10>-3.05171125e-005</R10>
									<R11>1</R11>
									<R12>3.05180438e-005</R12>
									<R20>3.05180438e-005</R20>
									<R21>-3.05171125e-005</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15452">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15453">
							<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">1012</int>
								<CoordinateFrame name="CFrame">
									<X>35.0999756</X>
									<Y>152.430344</Y>
									<Z>-1.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15454">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>33.5</X>
									<Y>152.400009</Y>
									<Z>-1.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Part" referent="RBX15455">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>28.2000008</X>
							<Y>153.900085</Y>
							<Z>-8.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">WataBossSkill</string>
						<float name="Reflectance">0.200000003</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX15456">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX15457">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15458">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15459">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = 433

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Humanoid&quot;)~=nil) then 
&#9;&#9;hit.Parent.Humanoid:TakeDamage(damage)
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15460">
					<Properties>
						<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">AssassinBoss</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15461">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15462">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>16.5</X>
									<Y>149.400009</Y>
									<Z>-28</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
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								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX15512">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX15513">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15514">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15515">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15516">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15517">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-71.5</X>
									<Y>119.800003</Y>
									<Z>-64.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15518">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-71.5</X>
									<Y>119.800003</Y>
									<Z>-63.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15519">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-71.5</X>
									<Y>121.800003</Y>
									<Z>-62.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15520">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>-71.5</X>
									<Y>121.800003</Y>
									<Z>-65.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15521">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Wata&quot;,&quot;Slam&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 10

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Wata&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WataBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.2)
&#9;end
elseif attack == &quot;Slam&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15522">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15523">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">6000000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15524">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15525">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15526">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">3450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15527">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">1000</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15528">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15529">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15530">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 16

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
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Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.WaterTroll)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15531">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15532">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15533">
					<Properties>
						<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">Boss20</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15534">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15535">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>90</X>
									<Y>123.300003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15536">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX15537">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15538">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>90</X>
									<Y>121.800003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX15539">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX15540">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15541">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15542">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15543">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15544">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>89.5</X>
									<Y>119.800003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15545">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>90.5</X>
									<Y>119.800003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15546">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>91.5</X>
									<Y>121.800003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15547">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>88.5</X>
									<Y>121.800003</Y>
									<Z>113.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15548">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Wata&quot;,&quot;Slam&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 10

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Wata&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.WataBossSkill:clone()

&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;missile.Size = missile.Size + Vector3.new(2,2,2)
&#9;end
&#9;end)

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.2)
&#9;end
elseif attack == &quot;Slam&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.2)
&#9;end
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15549">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15550">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">10000000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15551">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15552">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15553">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">6450</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15554">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">5000</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15555">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15556">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15557">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 16

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.WavernKnight)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15558">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15559">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Tool" referent="RBX15560">
					<Properties>
						<bool name="CanBeDropped">true</bool>
						<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">Branch4</string>
						<Content name="TextureId"><url>rbxasset://Textures/None</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="LocalScript" referent="RBX15561">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

        game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;Not Usable!&quot;
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

function onUnequippedLocal()
game.Players.LocalPlayer.PlayerGui.StatsGui.Everything.BodyParts.RightArm.Text = &quot;None&quot;
end

Tool.Unequipped:connect(onUnequippedLocal)
Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15562">
						<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">192</int>
							<CoordinateFrame name="CFrame">
								<X>-4</X>
								<Y>65</Y>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15577">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15578">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>136.5</X>
									<Y>134.600006</Y>
									<Z>-40.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15579">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>136.5</X>
									<Y>134.600006</Y>
									<Z>-37.5</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">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15580">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;end
end




-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15581">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15582">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15583">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15584">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15585">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">7000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15586">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">600</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15587">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15588">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15589">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15590">
					<Properties>
						<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">R7</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15591">
						<Properties>
							<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">Goblin</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15592">
							<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>70</X>
									<Y>136.100006</Y>
									<Z>102.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15593">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX15594">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15595">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>70</X>
									<Y>134.600006</Y>
									<Z>102.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX15596">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX15597">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15598">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15599">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX15600">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15601">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>70.5</X>
									<Y>132.600006</Y>
									<Z>102.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15602">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>69.5</X>
									<Y>132.600006</Y>
									<Z>102.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15603">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15604">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>68.5</X>
									<Y>134.600006</Y>
									<Z>102.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15605">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>71.5</X>
									<Y>134.600006</Y>
									<Z>102.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15606">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15607">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15608">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15609">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15610">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15611">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">7000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15612">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">600</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15613">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15614">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15615">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15616">
					<Properties>
						<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">Ravine2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX15617">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1013</int>
							<CoordinateFrame name="CFrame">
								<X>-75</X>
								<Y>124.598694</Y>
								<Z>-98.3999939</Z>
								<R00>-3.26622794e-005</R00>
								<R01>-4.59821458e-014</R01>
								<R02>1</R02>
								<R10>4.31576664e-005</R10>
								<R11>-1</R11>
								<R12>1.40958167e-009</R12>
								<R20>1</R20>
								<R21>4.31576664e-005</R21>
								<R22>3.26622794e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>9.60000038</Y>
								<Z>20</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15618">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-75</X>
								<Y>124.599998</Y>
								<Z>-110</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>24</X>
								<Y>14.4000006</Y>
								<Z>24</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15619">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1013</int>
							<CoordinateFrame name="CFrame">
								<X>-63.3999405</X>
								<Y>124.597778</Y>
								<Z>-110.000046</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>9.60000038</Y>
								<Z>20</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15620">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1003</int>
							<CoordinateFrame name="CFrame">
								<X>-4.00004578</X>
								<Y>136.999908</Y>
								<Z>-108.390045</Z>
								<R00>-3.26636837e-005</R00>
								<R01>4.31581502e-005</R01>
								<R02>-1</R02>
								<R10>9.29513244e-010</R10>
								<R11>1</R11>
								<R12>4.31581502e-005</R12>
								<R20>0.99999994</R20>
								<R21>4.80190998e-010</R21>
								<R22>-3.26636873e-005</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">1</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>10.8000002</Y>
								<Z>12</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="WedgePart" referent="RBX15621">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
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							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
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							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
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							<CoordinateFrame name="CFrame">
								<X>-4</X>
								<Y>125.599998</Y>
								<Z>-97.5999985</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<float name="Elasticity">0.5</float>
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							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
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							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
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							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>22</X>
								<Y>20.8000011</Y>
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							</Vector3>
						</Properties>
					</Item>
					<Item class="WedgePart" referent="RBX15622">
						<Properties>
							<bool name="Anchored">true</bool>
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							<float name="BottomParamA">-0.5</float>
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							<int name="BrickColor">199</int>
							<CoordinateFrame name="CFrame">
								<X>-36</X>
								<Y>111.800003</Y>
								<Z>-115</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
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							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
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							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">800</token>
							<string name="Name">Wedge</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>
							<token name="formFactorRaw">2</token>
							<Vector3 name="size">
								<X>14</X>
								<Y>92</Y>
								<Z>74</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX15623">
						<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>
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							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">1021</int>
							<CoordinateFrame name="CFrame">
								<X>-87.5</X>
								<Y>119.200005</Y>
								<Z>-2.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<string name="Name">Part</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
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							<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">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX15673">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX15674">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15675">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15676">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if hit.Parent.Name == &quot;Boss&quot; then
&#9;&#9;&#9;print(&quot;NOP&quot;)
&#9;&#9;else
&#9;&#9;&#9;for _,things in pairs(hit.Parent:GetChildren()) do
&#9;&#9;&#9;&#9;if things:IsA(&quot;BasePart&quot;) then
&#9;&#9;&#9;&#9;&#9;things.Anchored = true
&#9;&#9;&#9;&#9;&#9;things.Reflectance = 0.6
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Script&quot;) then
&#9;&#9;&#9;&#9;hit.Parent.Script.Disabled = true
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Really black&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX15677">
						<Properties>
							<Color3 name="Color">4278255615</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4278190335</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX15678">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>5.20000076</X>
							<Y>36.799984</Y>
							<Z>7.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">Freeze</string>
						<float name="Reflectance">0.600000024</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.100000001</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>10</X>
							<Y>10</Y>
							<Z>10</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX15679">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX15680">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15681">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15682">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;&#9;for _,things in pairs(hit.Parent:GetChildren()) do
&#9;&#9;&#9;&#9;if things:IsA(&quot;BasePart&quot;) then
&#9;&#9;&#9;&#9;&#9;things.Anchored = true
&#9;&#9;&#9;&#9;&#9;things.Reflectance = 0.6
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Script&quot;) then
&#9;&#9;&#9;&#9;hit.Parent.Script.Disabled = true
&#9;&#9;&#9;end
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Attacks&quot;) then
&#9;&#9;&#9;&#9;hit.Parent.Attacks.Disabled = true
&#9;&#9;&#9;end
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Freezer&quot;) then
&#9;&#9;&#9;&#9;print(&quot;NO&quot;)
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;game.Lighting.Freezer:clone().Parent = hit.Parent
&#9;&#9;&#9;end
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

me = script.Parent

while wait() do
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;,game.Workspace)
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.Transparency = me.Transparency
&#9;&#9;Wavee.Reflectance = me.Reflectance
&#9;&#9;Wavee.Size = Vector3.new(1,1,1)
&#9;&#9;mesh = Instance.new(&quot;BlockMesh&quot;,Wavee)
&#9;&#9;mesh.Scale = Vector3.new(25,25,25)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,4)
&#9;&#9;&#9;Wavee.CFrame = me.CFrame
&#9;&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;&#9;wait()
end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX15683">
						<Properties>
							<Color3 name="Color">4278255615</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4278190335</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX15684">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Freezer</string>
						<ProtectedString name="Source">wait(3)

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)
---Ninjas poison skill thingy

wait(17)

hit = script.Parent

if hit:findFirstChild(&quot;Script&quot;) then
hit.Script.Disabled = false
end
if hit:findFirstChild(&quot;Attacks&quot;) then
hit.Attacks.Disabled = false
end

for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then things.Anchored = false
things.Reflectance = 0 end
end

script:remove()
</ProtectedString>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX15685">
					<Properties>
						<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">NecromancerDarkSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15686">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15687">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.1000004</Y>
									<Z>7</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX15688">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15689">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15690">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">135</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>28.7000008</Y>
									<Z>7</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">3</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Hat</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>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15691">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=21057410</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.04999995</X>
										<Y>1.04999995</Y>
										<Z>1.04999995</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=47694309</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15692">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>28.0900173</Y>
									<Z>6.99999809</Z>
									<R00>-9.15471464e-005</R00>
									<R01>1</R01>
									<R02>9.15480778e-005</R02>
									<R10>3.05157155e-005</R10>
									<R11>-9.15452838e-005</R11>
									<R12>1</R12>
									<R20>1</R20>
									<R21>9.15499404e-005</R21>
									<R22>-3.05073336e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15693">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/Asset/?id=9944765</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2</Y>
										<Z>4.5999999</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15694">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15695">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15696">
							<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">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>28.0900173</Y>
									<Z>7.00000191</Z>
									<R00>-9.15471464e-005</R00>
									<R01>-1</R01>
									<R02>-3.05147842e-005</R02>
									<R10>3.05157155e-005</R10>
									<R11>-3.05175781e-005</R11>
									<R12>1</R12>
									<R20>-1</R20>
									<R21>9.15462151e-005</R21>
									<R22>3.05185094e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15697">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/Asset/?id=9944765</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2</Y>
										<Z>4.5999999</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15698">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15699">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15700">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>4.99999809</X>
									<Y>25.699976</Y>
									<Z>7</Z>
									<R00>5.34659193e-005</R00>
									<R01>4.31590452e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>-1</R11>
									<R12>-4.31590452e-005</R12>
									<R20>-0.99999994</R20>
									<R21>1.37802481e-009</R21>
									<R22>-5.3465923e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">1</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1.20000005</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15701">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=63717022</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.70000005</X>
										<Y>1</Y>
										<Z>1.5</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=63717032</url></Content>
									<Vector3 name="VertexColor">
										<X>0</X>
										<Y>0</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15702">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15703">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15704">
						<Properties>
							<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">Arm1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15705">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.1000004</Y>
									<Z>5.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX15706">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15707">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15708">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.2900143</Y>
									<Z>5.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15709">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15710">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15711">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15712">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.8999996</Y>
									<Z>5.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15713">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15714">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15715">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15716">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1029</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.9000225</Y>
									<Z>5.30000019</Z>
									<R00>1</R00>
									<R01>3.73764087e-005</R01>
									<R02>-2.15781438e-005</R02>
									<R10>-2.15781438e-005</R10>
									<R11>0.866004944</R11>
									<R12>0.500030637</R12>
									<R20>3.73764087e-005</R20>
									<R21>-0.500030637</R21>
									<R22>0.866004944</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15717">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=4770583</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2.5</Y>
										<Z>2.5</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=0</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15718">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15719">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15720">
						<Properties>
							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15721">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.1000004</Y>
									<Z>8.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX15722">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15723">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15724">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.8999996</Y>
									<Z>8.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15725">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15726">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15727">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15728">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.49999952</X>
									<Y>26.2900124</Y>
									<Z>8.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15729">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15730">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15731">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15732">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1029</int>
								<CoordinateFrame name="CFrame">
									<X>5.49999952</X>
									<Y>27.9000225</Y>
									<Z>8.69999981</Z>
									<R00>-1</R00>
									<R01>2.15765267e-005</R01>
									<R02>3.73747098e-005</R02>
									<R10>3.73742623e-005</R10>
									<R11>0.866000175</R11>
									<R12>0.50004369</R12>
									<R20>-2.1577298e-005</R20>
									<R21>0.50004369</R21>
									<R22>-0.866000175</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15733">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=4770583</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2.5</Y>
										<Z>2.5</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=0</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15734">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15735">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15736">
						<Properties>
							<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">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15737">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>25.1000004</Y>
									<Z>7.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX15738">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15739">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15740">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>24.8999996</Y>
									<Z>7.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15741">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15742">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15743">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15744">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1031</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>24.3000011</Y>
									<Z>7.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15745">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15746">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15747">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15748">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15749">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>25.1000004</Y>
									<Z>6.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
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									<bool name="Enabled">false</bool>
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										<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
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								<int name="BrickColor">1031</int>
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								<float name="TopParamB">0.5</float>
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								<Vector3 name="Velocity">
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										<X>0</X>
										<Y>0</Y>
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								<Properties>
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									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
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									<float name="heat_xml">25</float>
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								</Properties>
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
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										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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									<float name="Bevel Roundness">0</float>
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									<token name="LODX">2</token>
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										<X>0</X>
										<Y>0</Y>
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										<Y>1</Y>
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								</Properties>
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										<bool name="Disabled">false</bool>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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							<R02>0</R02>
							<R10>0</R10>
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							<R20>0</R20>
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					<Item class="Model" referent="RBX15761">
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							<CoordinateFrame name="ModelInPrimary">
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								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
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								<float name="LeftParamB">0.5</float>
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										<Content name="LinkedSource"><null></null></Content>
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&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
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								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>1</Y>
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								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15768">
								<Properties>
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										<X>2.5</X>
										<Y>2</Y>
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										<Y>1</Y>
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									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15769">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15770">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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								<float name="BackParamA">-0.5</float>
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								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
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									<R00>-9.15471464e-005</R00>
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									<R11>-3.05175781e-005</R11>
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									<R21>9.15462151e-005</R21>
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								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
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								<Vector3 name="size">
									<X>1</X>
									<Y>1</Y>
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								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15772">
								<Properties>
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									<Content name="MeshId"><url>http://www.roblox.com/Asset/?id=9944765</url></Content>
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									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.5</X>
										<Y>2</Y>
										<Z>4.5999999</Z>
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									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15773">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15774">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
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							</Item>
						</Item>
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								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
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								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Arm1</string>
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						</Properties>
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								<float name="BackParamA">-0.5</float>
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								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
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								<CoordinateFrame name="CFrame">
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									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
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								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
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								<float name="LeftParamB">0.5</float>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
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								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
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									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX15777">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15778">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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							</Item>
						</Item>
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
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									<Y>26.3000011</Y>
									<Z>10.5</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>1</R02>
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									<R11>1</R11>
									<R12>-0</R12>
									<R20>-1</R20>
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									<R22>0</R22>
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								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
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								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15780">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
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									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15781">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15782">
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										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
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										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
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							</Item>
						</Item>
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								<float name="BottomParamB">0.5</float>
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								<token name="BottomSurfaceInput">0</token>
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								<CoordinateFrame name="CFrame">
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								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
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								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
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								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
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								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
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								</Vector3>
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									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15784">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
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									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
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									<Vector3 name="Scale">
										<X>0.300000012</X>
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							</Item>
						</Item>
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								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15786">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><url>http://www.roblox.com/asset/?id=4770583</url></Content>
									<token name="MeshType">5</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>2.20000005</X>
										<Y>2.20000005</Y>
										<Z>2.20000005</Z>
									</Vector3>
									<Content name="TextureId"><url>http://www.roblox.com/asset/?id=0</url></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15787">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15788">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15789">
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							<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">Arm2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15790">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.1101036</Y>
									<Z>13.5</Z>
									<R00>-3.26636837e-005</R00>
									<R01>4.31581502e-005</R01>
									<R02>-1</R02>
									<R10>9.29513244e-010</R10>
									<R11>1</R11>
									<R12>4.31581502e-005</R12>
									<R20>0.99999994</R20>
									<R21>4.80190998e-010</R21>
									<R22>-3.26636873e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Fire" referent="RBX15791">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15792">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15793">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.9101048</Y>
									<Z>13.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.800000012</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15794">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>0.300000012</X>
										<Y>2</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15795">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15796">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15797">
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								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>26.3000011</Y>
									<Z>13.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15798">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15799">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15800">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15801">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">192</int>
								<CoordinateFrame name="CFrame">
									<X>5.5</X>
									<Y>27.8999996</Y>
									<Z>13.5</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>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="BlockMesh" referent="RBX15802">
								<Properties>
									<float name="Bevel">0</float>
									<float name="Bevel Roundness">0</float>
									<float name="Bulge">0</float>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.01999998</X>
										<Y>1</Y>
										<Z>1.01999998</Z>
									</Vector3>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Fire" referent="RBX15803">
								<Properties>
									<Color3 name="Color">4294946048</Color3>
									<bool name="Enabled">false</bool>
									<string name="Name">Fire</string>
									<Color3 name="SecondaryColor">4294901760</Color3>
									<float name="heat_xml">25</float>
									<float name="size_xml">30</float>
								</Properties>
								<Item class="Script" referent="RBX15804">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Spread</string>
										<ProtectedString name="Source">function Spread(part)
&#9;check = part:findFirstChild(&quot;Fire&quot;)
&#9;&#9;if check == nil then 
&#9;script.Parent:Clone().Parent = part
&#9;
&#9;&#9;elseif check ~= nil then
&#9;check.Size = check.Size + 1000000
&#9;check.Heat = check.Heat  +1000000
&#9;end
end


script.Parent.Parent.Touched:connect(Spread)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15805">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
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							<R00>0.999949574</R00>
							<R01>3.06698494e-005</R01>
							<R02>-0.0100400951</R02>
							<R10>-3.03634424e-005</R10>
							<R11>1</R11>
							<R12>3.06698494e-005</R12>
							<R20>0.0100400969</R20>
							<R21>-3.03634424e-005</R21>
							<R22>0.999949574</R22>
						</CoordinateFrame>
						<string name="Name">Hammer</string>
						<Content name="TextureId"><url>rbxasset://Textures/Sword128.png</url></Content>
						<string name="ToolTip"></string>
					</Properties>
					<Item class="Part" referent="RBX15818">
						<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>-7</X>
								<Y>24.5</Y>
								<Z>12.5</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>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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>
							<token name="Material">256</token>
							<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>
							<token name="formFactorRaw">2</token>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.800000012</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX15819">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=10604848</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>0.5</X>
									<Y>0.5</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><url>http://www.roblox.com/asset/?id=10605252</url></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="LocalScript" referent="RBX15820">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Local Gui</string>
							<ProtectedString name="Source">--%VywwpqLBRvghzLEWlmj01Hrxowc/Ki8uwzTuEL1U4VXXGsjT8/n5thDtEpZsLu1caD6T37n0EMq37y5QN29wu12b4jUvd8sfvCD+pc7nVzsoHJzj67CD/PBYKNixnEtOx/dqzaoUuAEjAwp9dPA+RAmKq/HZGaP35CZC7Spd1gg=%%1014476%local Tool = script.Parent;

repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

Tool = script.Parent

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(.5)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

script.Parent.Dmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
--script.Parent.SwordScript.Disabled = false

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

Tool.Unequipped:connect(function()
--script.Parent.SwordScript.Disabled = true
end)

Tool.Equipped:connect(onEquippedLocal)
</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX15821">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX15822">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SwordScript</string>
							<ProtectedString name="Source">--%B7Yc4g3cVF2vsIKTu48R1nScXPd5Vo60+xN0Q76AakHULM5fe1mr5zRUX5JSWoGHEo1edTgpe64xv21qdoLhD/SPEfbcHqsq1yly+4qaywNLH/YfQ7Hg7BosLHdrvJ45miA7slD6WHxMwAIne/oTw6Xs2G7dH4j1MSnDIsxiy8I=%%1014475%-------- OMG HAX
---doesnt ahve anything ye

dmg = 0
cryform = false
---Not actual damage, it actually adds on
repeat wait() until script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) or script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)

if script.Parent.Parent:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Humanoid
elseif script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;) then
game.Workspace.CurrentCamera.CameraSubject = script.Parent.Parent.Parent.Character:findFirstChild(&quot;Humanoid&quot;)
end

r = game:service(&quot;RunService&quot;)

function suit(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

local damage = script.Parent.Dmg.Value + dmg


local slash_damage = script.Parent.Dmg.Value + dmg
local lunge_damage = script.Parent.Dmg.Value + dmg

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

debBBri = false
---LOOOK BLOWWWWWW (this is the touched script)
function blow(hit)-----BRHEGHHah
&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Combo.Value + 1
game.Players:findFirstChild(script.Parent.Parent.Name).Comboc.Value = 10
damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
slash_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
lunge_damage = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value + dmg
&#9;&#9;&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


&#9;end
end


function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end


function attack()
&#9;damage = slash_damage
&#9;SlashSound:play()
&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Slash&quot;
&#9;anim.Parent = Tool
end

function lunge()
&#9;damage = lunge_damage

&#9;LungeSound:play()

&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;anim.Name = &quot;toolanim&quot;
&#9;anim.Value = &quot;Lunge&quot;
&#9;anim.Parent = Tool
&#9;
&#9;
&#9;force = Instance.new(&quot;BodyVelocity&quot;)
&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
&#9;force.Parent = Tool.Parent.Torso
&#9;wait(.25)
&#9;force.Parent = nil

&#9;damage = slash_damage
end

function swordUp()
&#9;Tool.GripForward = Vector3.new(-1,0,0)
&#9;Tool.GripRight = Vector3.new(0,1,0)
&#9;Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
&#9;Tool.GripForward = Vector3.new(0,0,1)
&#9;Tool.GripRight = Vector3.new(0,-1,0)
&#9;Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
&#9;-- parry
end

dat = false

local function onKeyDown( key , stats, me) ---OUR SKILLLLLLLLL CONTROLLERR
&#9;key=key:lower()
&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then ----F hotkey
&#9;&#9;if stats.flamerc.Value &lt; 1 then
&#9;&#9;stats.flamerc.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Flamer:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 4
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Intelligence.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;e&quot; then --E HOTKEY
&#9;&#9;if stats.frostc.Value &lt; 1 and stats.Frost.Value == true then
&#9;&#9;stats.frostc.Value = 15
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Frost:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Intelligence.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;end
end
&#9;if key==&quot;r&quot; then --E HOTKEY
&#9;&#9;if stats.freezec.Value &lt; 1 and stats.Freeze.Value == true then
&#9;&#9;stats.freezec.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end ---LOOKAT UR SKILL&apos;S SCRIPT
&#9;&#9;Wave:remove()

&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Handle.Position + direction * 4.0

&#9;missile = game.Lighting.Freeze:clone()
&#9;amnt = 3
&#9;missile.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;for i = 1,amnt do wait()
&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 10
&#9;end
&#9;stats.Parent.Comboc.Value = 10
&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 10, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

script.Parent.Dmg.Value = stats.Intelligence.Value
&#9;script.Parent.Dmg:clone().Parent = missile

&#9;missile.Parent = game.Workspace

&#9;end
end
&#9;----------
&#9;if key==&quot;z&quot; then ---OUR CRY FORM :3
&#9;&#9;if stats.necfc.Value &lt; 1 and stats.NecromancerCryForm.Value == true and cryform == false then cryform = true
&#9;&#9;stats.necfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.NecromancerDarkSuit) ---This makes our suit
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;cryform = false
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;q&quot; then ----F hotkey
&#9;&#9;if stats.reakc.Value &lt; 1 and stats[&quot;Reak&quot;].Value == true then
&#9;&#9;stats.reakc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

script.Parent.Summoner.Disabled = false

&#9;&#9;end
&#9;end
&#9;if key==&quot;x&quot; then ----F hotkey
&#9;&#9;if stats.arctiusc.Value &lt; 1 and stats[&quot;Arctius&quot;].Value == true and cryform == true then
&#9;&#9;stats.arctiusc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

ff = Instance.new(&quot;ForceField&quot;,script.Parent)
game:GetService(&quot;Debris&quot;):AddItem(ff,20)

&#9;&#9;end
&#9;end
&#9;if key==&quot;g&quot; then ----F hotkey
&#9;&#9;if stats.raynec.Value &lt; 1 and stats[&quot;RayNe&quot;].Value == true then
&#9;&#9;stats.raynec.Value = 45
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.Reflectance = 0.7
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,10)

&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;m = Instance.new(&quot;BodyForce&quot;,hit.Parent.Torso)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(m,5)
&#9;&#9;m.force = Vector3.new(0,1899,0)
torso = hit.Parent.Torso
torso.CFrame = CFrame.new(torso.Position.x,torso.Position.y,torso.Position.z,0, 0, 1, 0, -1, 0, 1, 0, 0)
hit.Parent.Zombie:TakeDamage(stats.Intelligence.Value)
&#9;&#9;end
&#9;&#9;end)

&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wavee.Size = Wavee.Size + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end

&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

Tool.Enabled = true
local last_attack = 0

script.Parent.Equipped:connect(function(m)
UnsheathSound:play()

player=game.Players:findFirstChild(script.Parent.Parent.Name)

stats=player.Statistics
me = script.Parent.Parent

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 
end)

script.Parent.Activated:connect(function()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;t = r.Stepped:wait()

&#9;if (t - last_attack &lt; .2) then
&#9;&#9;lunge()
&#9;else
&#9;&#9;attack()
&#9;end

&#9;last_attack = t

&#9;--wait(.5)

&#9;Tool.Enabled = true
end)

connection = sword.Touched:connect(blow) ---bl0w
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15823">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Summoner</string>
							<ProtectedString name="Source">for i = 1,2 do
&#9;&#9;far = game.Lighting.NecroZombie:clone()
&#9;&#9;far.SPAWNING.MaxDmg.Value = game.Players:findFirstChild(script.Parent.Parent.Name).Statistics.Intelligence.Value
&#9;&#9;far.Parent = game.Workspace
&#9;&#9;far:MoveTo(script.Parent.Handle.Position)
&#9;&#9;far.Name = script.Parent.Parent.Name

wait(1.5)

end

&#9;&#9;script.Disabled = true

</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX15824">
					<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">21</int>
						<CoordinateFrame name="CFrame">
							<X>-6.79999924</X>
							<Y>26.6000061</Y>
							<Z>11.5</Z>
							<R00>0</R00>
							<R01>1</R01>
							<R02>-0</R02>
							<R10>-1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<float name="Elasticity">0.5</float>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float 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>
						<token name="Material">256</token>
						<string name="Name">Flamer</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>
						<token name="formFactorRaw">0</token>
						<token name="shape">0</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>5</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Sound" referent="RBX15825">
						<Properties>
							<bool name="Looped">false</bool>
							<string name="Name">Explosion</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">true</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">1</float>
						</Properties>
					</Item>
					<Item class="Sound" referent="RBX15826">
						<Properties>
							<bool name="Looped">true</bool>
							<string name="Name">Swoosh</string>
							<float name="Pitch">1</float>
							<bool name="PlayOnRemove">false</bool>
							<Content name="SoundId"><null></null></Content>
							<float name="Volume">0.699999988</float>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15827">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Delete</string>
							<ProtectedString name="Source">wait(5)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX15828">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">KillScript</string>
							<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Dmg&quot;)

damage = script.Parent.Dmg.Value

script.Parent.Touched:connect(function(hit)

if (hit.Parent:findFirstChild(&quot;Zombie&quot;)~=nil) then 
&#9;&#9;hit.Parent.Zombie:TakeDamage(damage)
&#9;&#9;humanoid = hit.Parent.Zombie
&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;end
end)

while wait(0.2) do

m = Instance.new(&quot;Part&quot;,script.Parent)
m.Shape = &quot;Ball&quot;
m.BrickColor = BrickColor.new(&quot;Bright red&quot;)
m.Anchored = true
m.CanCollide = false
m.Size = script.Parent.Size
m.BottomSurface = &quot;Smooth&quot;
m.TopSurface = &quot;Smooth&quot;
m.Transparency = 0.6
m.CFrame = script.Parent.CFrame
game:GetService(&quot;Debris&quot;):AddItem(m,1)

end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Fire" referent="RBX15829">
						<Properties>
							<Color3 name="Color">4294967040</Color3>
							<bool name="Enabled">true</bool>
							<string name="Name">Fire</string>
							<Color3 name="SecondaryColor">4294901760</Color3>
							<float name="heat_xml">10</float>
							<float name="size_xml">15</float>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15830">
					<Properties>
						<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">NecroZombie</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15831">
						<Properties>
							<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">SPAWNING</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15832">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
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									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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">0.5</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15846">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Humanoid&quot;
humanoidd.WalkSpeed = 25

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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;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)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15847">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Humanoid&quot;)

enemy.Humanoid.MaxHealth = enemy.Health.Value
enemy.Humanoid.Health = enemy.Humanoid.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Humanoid.Health.. &quot;/&quot; ..enemy.Humanoid.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15848">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15849">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Zombie&quot;)
&#9;if human ~= nil then
dmg = maxd.Value
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Torso&quot;].Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX15850">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX15851">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">15000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15852">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15853">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15854">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

script.Parent.Humanoid.Died:connect(function()
wait(0.5)

script.Parent.OverKill.Value = math.random(1,9000)

c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Humanoid.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15855">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX15856">
					<Properties>
						<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">SmasherSuit</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX15857">
						<Properties>
							<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">Chest</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15858">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
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							<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>
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								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Leg2</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15963">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-4.59999847</X>
									<Y>25.3001194</Y>
									<Z>16.4999981</Z>
									<R00>5.34682295e-005</R00>
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									<R02>1</R02>
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									<R11>1</R11>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15964">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-4.59999847</X>
									<Y>24.5001907</Y>
									<Z>16.5</Z>
									<R00>1</R00>
									<R01>3.05180438e-005</R01>
									<R02>-3.05171125e-005</R02>
									<R10>-3.05171125e-005</R10>
									<R11>1</R11>
									<R12>3.05180438e-005</R12>
									<R20>3.05180438e-005</R20>
									<R21>-3.05171125e-005</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15965">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15966">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>-6.19997692</X>
									<Y>25.2698345</Y>
									<Z>16.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
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								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX15967">
						<Properties>
							<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">Leg1</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX15968">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>-4.60000134</X>
									<Y>24.5001907</Y>
									<Z>17.5</Z>
									<R00>1</R00>
									<R01>3.05180438e-005</R01>
									<R02>-3.05171125e-005</R02>
									<R10>-3.05171125e-005</R10>
									<R11>1</R11>
									<R12>3.05180438e-005</R12>
									<R20>3.05180438e-005</R20>
									<R21>-3.05171125e-005</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX15969">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">6</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="Scale">
										<X>1.03999996</X>
										<Y>1.03999996</Y>
										<Z>1.03999996</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15970">
							<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">1003</int>
								<CoordinateFrame name="CFrame">
									<X>-4.60000134</X>
									<Y>25.3001194</Y>
									<Z>17.4999981</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Part</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15971">
							<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">135</int>
								<CoordinateFrame name="CFrame">
									<X>-6.19997787</X>
									<Y>25.2698345</Y>
									<Z>17.5</Z>
									<R00>5.34682295e-005</R00>
									<R01>1.23517841e-013</R01>
									<R02>1</R02>
									<R10>-4.3159529e-005</R10>
									<R11>1</R11>
									<R12>2.30754016e-009</R12>
									<R20>-1</R20>
									<R21>-4.3159529e-005</R21>
									<R22>5.34682295e-005</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Middle</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">1</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<token name="formFactorRaw">2</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="HopperBin" referent="RBX15972">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">SteelKnuckles</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="BoolValue" referent="RBX15973">
						<Properties>
							<string name="Name">MouseClick</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX15974">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">_EVT</string>
							<ProtectedString name="Source">script.Parent.Selected:connect(function(mouse)
&#9;mouse.Button1Down:connect(function()
&#9;&#9;script.Parent.MouseClick.Value = not script.Parent.MouseClick.Value
&#9;end)
end)</ProtectedString>
						</Properties>
					</Item>
					<Item class="NumberValue" referent="RBX15975">
						<Properties>
							<string name="Name">Dmg</string>
							<double name="Value">0</double>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX15976">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">_Main</string>
							<ProtectedString name="Source">Reload = 0
Reload2 = 0

--player
player = nil
--save shoulders
RSH, LSH = nil, nil
--welds
RW, LW = Instance.new(&quot;Weld&quot;), Instance.new(&quot;Weld&quot;)
--what anim
anim = &quot;none&quot;

function suitt(Suit2)
Me = script.Parent.Parent
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

dat = false

local function onKeyDown( key , stats, me)
--&#9;key=key:lower()
--&#9;print(string.byte(key))
&#9;if dat == false then dat = true
&#9;if key==&quot;f&quot; then
&#9;&#9;if stats.rushc.Value &lt; 1 then
&#9;&#9;stats.rushc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;Wavee.Transparency = 0.2
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;WaveeMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5, 0, 5)
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(1,8,1)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Humanoid
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = myTorso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000 ----this is it ye 
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso

&#9;bri = Instance.new(&quot;Part&quot;,myTorso)
&#9;bri.Name = &quot;BlueTrail&quot;
&#9;bri.Size = Vector3.new(15,15,15)
&#9;bri.Anchored = true
&#9;bri.CanCollide = false
&#9;bri.Transparency = 0.4
&#9;bri.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;bri.CFrame = myTorso.CFrame
&#9;meshbri = Instance.new(&quot;BlockMesh&quot;, bri)

&#9;game:GetService(&quot;Debris&quot;):AddItem(bri,10)

dude = stats.Strength.Value + stats.Intelligence.Value + stats.Dexterity.Value + stats.Defense.Value

&#9;bri.Touched:connect(function(hit)
&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;hit.Parent.Zombie:TakeDamage(dude) humanoid = hit.Parent
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + dude end
&#9;end
&#9;end)
&#9;
&#9;for i = 1,55 do wait()
&#9;bri.CFrame = me.Torso.CFrame
&#9;end
&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
&#9;
&#9;else return end
&#9;&#9;end
&#9;end
&#9;if key==&quot;e&quot; then
&#9;&#9;if stats.ceriusc.Value &lt; 1 and stats.Cerius.Value == true then
&#9;&#9;stats.ceriusc.Value = 60
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(2.5, 1, 2.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,30 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = me.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.VadarianSkill:clone()
&#9;amnt = 4
&#9;missile.Touched:connect(function(hit)
&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;for i = 1,amnt do wait()
&#9;&#9;&#9;&#9;stats.Parent.Combo.Value = stats.Parent.Combo.Value + 1
&#9;&#9;&#9;end
&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(100)
&#9;&#9;&#9;hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + 500
&#9;&#9;&#9;stats.Parent.Comboc.Value = 10
&#9;&#9;end
&#9;end)
&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)
&#9;missile.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;missile.Reflectance = 0.2
&#9;missile.KillScript.Disabled = true

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;z&quot; then
&#9;&#9;if stats.smcfc.Value &lt; 1 and stats.SmasherCryForm.Value == true then
&#9;&#9;stats.smcfc.Value = 300
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting.SmasherDarkSuit)
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;wait(120)
&#9;&#9;for _,things in pairs(me:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Model&quot;) then wait()
&#9;&#9;things:remove()
&#9;&#9;end
&#9;&#9;end
&#9;&#9;suit(game.Lighting:findFirstChild(stats.Armour.Value))
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = me.Torso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Transparency = 0
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveeMesh.Scale = WaveeMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wavee.Transparency = Wavee.Transparency + 0.055
&#9;&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wavee:remove()
&#9;&#9;end
&#9;end
&#9;----------
&#9;if key==&quot;x&quot; then
&#9;&#9;if stats.ragerc.Value &lt; 1 and stats.Rager.Value == true and stats.smcfc.Value &gt; 0 then
&#9;&#9;stats.ragerc.Value = 120
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;BlockMesh&quot;,Wave)
&#9;&#9;WaveMesh.Scale = Vector3.new(50,50,50)
&#9;&#9;for i = 1,5 do
&#9;&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;Wave.Transparency = 0
&#9;&#9;&#9;WaveMesh.Scale = Vector3.new(50,50,50)
&#9;&#9;&#9;for i = 1 , 10 do
&#9;&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;&#9;Wave.CFrame = Wave.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale - Vector3.new(5, 5, 5)
&#9;&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;&#9;wait()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wave,20)
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;Wave.Size = Vector3.new(15,15,15)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,1,1)
&#9;&#9;Wave.Transparency = 0.3
&#9;&#9;for i = 1 , 160 do
&#9;&#9;&#9;Wavee = Wave:clone()
&#9;&#9;&#9;Wavee.Parent = game.Workspace
&#9;&#9;&#9;Wavee.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Zombie&quot;) then
&#9;&#9;&#9;&#9;hit.Parent.Zombie:TakeDamage(stats.Strength.Value)
&#9;&#9;&#9;&#9;hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + 160
&#9;&#9;&#9;end
&#9;&#9;end)
&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(Wavee,4)
&#9;&#9;Wavee.CFrame = me.Torso.CFrame
&#9;&#9;Wavee.CFrame = Wavee.CFrame * CFrame.Angles(math.random(1,20),math.random(1,20),math.random(1,20))
&#9;&#9;wait()
&#9;&#9;end
&#9;end
----------
&#9;end dat = false
end

--onselected, save shoulders and get player
script.Parent.Selected:connect(function(m)

script.Parent.Dmg.Value = script.Parent.Parent.Parent.Statistics.Strength.Value

player=game.Players.LocalPlayer

stats=player.Statistics
me = game.Players.LocalPlayer.Character

m.KeyDown:connect(function(k) onKeyDown(k, stats, me) end) 

&#9;player = script.Parent.Parent.Parent
&#9;local ch = script.Parent.Parent.Parent.Character
&#9;RSH = ch.Torso[&quot;Right Shoulder&quot;]
&#9;LSH = ch.Torso[&quot;Left Shoulder&quot;]
&#9;--
&#9;RSH.Parent = nil
&#9;LSH.Parent = nil
&#9;--
&#9;RW.Part0 = ch.Torso
&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
&#9;RW.C1 = CFrame.new(0, 0.5, 0)
&#9;RW.Part1 = ch[&quot;Right Arm&quot;]
&#9;RW.Parent = ch.Torso
&#9;_G.R = RW
&#9;--
&#9;LW.Part0 = ch.Torso
&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
&#9;LW.C1 = CFrame.new(0, 0.5, 0)
&#9;LW.Part1 = ch[&quot;Left Arm&quot;]
&#9;LW.Parent = ch.Torso
&#9;_G.L = LW
&#9;--
&#9;--Bring_Arm_Up animation
&#9;for i = 0, 1, 0.05 do
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(--[[1.3]]1.7*i, 0, 0--[[-0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0--[[0.8*i]])&#9;
&#9;&#9;--LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0)
&#9;end
end)

--griptcf = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-math.pi/2+0.5, 0, 0)

script.Parent.Deselected:connect(function()
&#9;--Bring_Arm_Down animation
&#9;RW.Parent = nil
&#9;LW.Parent = nil
&#9;RSH.Parent = player.Character.Torso
&#9;LSH.Parent = player.Character.Torso
end)

function tagHumanoid(humanoid, player)
&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = player
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

dmg = 0

function ClawHit(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
print(&quot;Zombie Targetted&quot;)
&#9;local vCharacter = game.Players.LocalPlayer.Character
&#9;local vPlayer = game.Players.LocalPlayer
&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then
print(&quot;Hitting&quot;)
&#9;&#9;-- final check, make sure sword is in-hand

&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
&#9;&#9;if (right_arm ~= nil) then
print(&quot;Found Right Arm&quot;)
--&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
--&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
--print(&quot;RightGrip attached to sword!&quot;)
&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)
vPlayer.Combo.Value = vPlayer.Combo.Value + 2
vPlayer.Comboc.Value = 10
damage = script.Parent.Dmg.Value + dmg + vPlayer.Combo.Value
slash_damage = script.Parent.Dmg.Value + dmg + vPlayer.Combo.Value
lunge_damage = script.Parent.Dmg.Value + dmg + vPlayer.Combo.Value

if script.Parent.Parent.Parent.Statistics.Theft.Value == true then
&#9;&#9;&#9;&#9;&#9;humanoid.Died:connect(function()
vPlayer.Statistics.Gold.Value = vPlayer.Statistics.Gold.Value + 10
&#9;&#9;&#9;&#9;&#9;end) end

humanoid:TakeDamage(damage)
&#9;&#9;&#9;&#9;if humanoid.Health &lt; humanoid.MaxHealth / 2 then hit.Parent.OverKill.Value = hit.Parent.OverKill.Value + damage end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;&#9;end
&#9;&#9;end


--&#9;end
end 

function Claw()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;local ch = game.Players.LocalPlayer.Character
&#9;local con1 = ch:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(ClawHit)
&#9;local con2 = ch:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(ClawHit)
&#9;local con3 = ch.Arm1:FindFirstChild(&quot;Middle&quot;).Touched:connect(ClawHit)
&#9;local con4 = ch.Arm2:FindFirstChild(&quot;Middle&quot;).Touched:connect(ClawHit)

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end

&#9;con1:disconnect()
&#9;con2:disconnect()
        con3:disconnect()
        con4:disconnect()
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

function Claw2()
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, 0--[[-0.5+0.5*i]])--[[CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i)]]
&#9;end

&#9;for i = 0, 1, 0.25 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, -0.3)
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, -0.75) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i--[[1.45-0.25*i]], 0, 0.3--[[0.2]])&#9;
&#9;end
&#9;------
&#9;for i = 0, 1, 0.2 do
&#9;&#9;if anim ~= &quot;norm&quot; then return end
&#9;&#9;wait()
&#9;&#9;RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i)]]
&#9;&#9;LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.6*i, 0, 0)--[[CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i)]]&#9;
&#9;end
end

local a = false
local co = nil
--OMGHAX mouseclick
local last_click = 0
script.Parent.MouseClick.Changed:connect(function()
&#9;if time() - last_click &lt; 0.75 then
&#9;
&#9;else
&#9;&#9;anim = &quot;norm&quot;
&#9;&#9;last_click = time()
&#9;&#9;Claw()
&#9;end
end)

game.Players.LocalPlayer.Character:FindFirstChild(&quot;Right Arm&quot;).Touched:connect(ClawHit)
game.Players.LocalPlayer.Character:FindFirstChild(&quot;Left Arm&quot;).Touched:connect(ClawHit)
game.Players.LocalPlayer.Character.Arm1:FindFirstChild(&quot;Middle&quot;).Touched:connect(ClawHit)
game.Players.LocalPlayer.Character.Arm2:FindFirstChild(&quot;Middle&quot;).Touched:connect(ClawHit)
</ProtectedString>
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								<bool name="Locked">false</bool>
								<token name="Material">256</token>
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								<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>
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								<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>
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								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
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									<Y>1</Y>
									<Z>1</Z>
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							</Properties>
							<Item class="SpecialMesh" referent="RBX15980">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
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									<Vector3 name="Scale">
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							</Item>
							<Item class="Sound" referent="RBX15981">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15982">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
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								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>74</X>
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									<R20>0</R20>
									<R21>0</R21>
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								<bool name="CanCollide">false</bool>
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								<token name="RightSurface">0</token>
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							<Item class="Motor" referent="RBX15987">
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										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX15988">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>73.5</X>
									<Y>132.600006</Y>
									<Z>86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15989">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>74.5</X>
									<Y>132.600006</Y>
									<Z>86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15990">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>75.5</X>
									<Y>134.600006</Y>
									<Z>86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX15991">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>72.5</X>
									<Y>134.600006</Y>
									<Z>86.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15992">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Wata&quot;,&quot;Slam&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 10

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Wata&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.RevolverBossBullet:clone()

&#9;game.Lighting.NinjaStar.Mesh:clone().Parent = missile

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.2)
&#9;end
elseif attack == &quot;Slam&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.Size = Vector3.new(1,1,1)
&#9;&#9;WaveMesh.Scale = Vector3.new(1,0.1,1)
&#9;&#9;&#9;Wave.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;Wave.Size = Wave.Size + Vector3.new(8.5, 0, 8.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15993">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15994">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">55000000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15995">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX15996">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15997">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">9050</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX15998">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">4000</double>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX15999">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16000">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16001">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 25

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.AssassinBoss)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16002">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX16003">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX16004">
					<Properties>
						<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">GladiatorBoss</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX16005">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
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										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX16209">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16210">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16211">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16212">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX16213">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>96.5</X>
									<Y>60</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16214">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>95.5</X>
									<Y>60</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX16215">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16216">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>94.5</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16217">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>97.5</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16218">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 20

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.GladiatorBoss)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16219">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16220">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16221">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch4&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX16222">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX16223">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">1000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16224">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">1500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16225">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">5200</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16226">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16227">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16228">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Spin&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,15 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.GBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,5 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX16229">
					<Properties>
						<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">Boss23</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX16230">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX16231">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>120</X>
									<Y>63.5</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX16232">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX16233">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX16234">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>120</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX16235">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX16236">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16237">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16238">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16239">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX16240">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>120.5</X>
									<Y>60</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16241">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>119.5</X>
									<Y>60</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX16242">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16243">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>118.5</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16244">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>121.5</X>
									<Y>62</Y>
									<Z>-267.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16245">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 30

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.CrusadorBoss)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16246">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16247">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16248">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch4&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX16249">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX16250">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">20000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16251">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">2080</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16252">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">5200</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16253">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16254">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16255">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Spin&quot;,&quot;Boulder&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,15 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.GBossSkill:clone()

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(0.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,2 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX16256">
					<Properties>
						<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">Boss24</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX16257">
						<Properties>
							<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">Boss</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX16258">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">24</int>
								<CoordinateFrame name="CFrame">
									<X>102</X>
									<Y>118.5</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX16259">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX16260">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX16261">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>102</X>
									<Y>117</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX16262">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX16263">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16264">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16265">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16266">
								<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="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX16267">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>102.5</X>
									<Y>115</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
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									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16268">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">1002</int>
								<CoordinateFrame name="CFrame">
									<X>101.5</X>
									<Y>115</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX16269">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16270">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>100.5</X>
									<Y>117</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16271">
							<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">1002</int>
								<CoordinateFrame name="CFrame">
									<X>103.5</X>
									<Y>117</Y>
									<Z>-343.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16272">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;
humanoidd.WalkSpeed = 30

model = script.Parent
model.Parent.Name = &quot;Boss&quot;
model:MakeJoints()
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

model.Attacks.Disabled = false

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

function suit(Suit2)
Me = model
Me.Torso.Transparency = 1
Me:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
Me:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
Me:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Zombie&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

suit(game.Lighting.CrusadorCryForm)

model:MakeJoints()

wait(1)

for _,things in pairs(model:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end
end

model:MakeJoints()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16273">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

wait(1)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;Boss&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16274">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16275">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

model = script.Parent

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch4&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

charged = false

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX16276">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX16277">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">50000000</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16278">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">4080</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16279">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">7900</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16280">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 2000

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

function saythis(fp,gp)
for _,p in pairs(game.Players:GetPlayers()) do
if p:findFirstChild(&quot;PlayerGui&quot;) then
sc = game.Workspace.GameScript.Givah:clone()
sc.Parent = p.PlayerGui.GameGui
sc.Faith.Value = fp
sc.Gold.Value = gp
sc.Disabled = false
end
end
end

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
script.Parent.Script.Disabled = true
for _,things in pairs(script.Parent:GetChildren()) do
if things:IsA(&quot;BasePart&quot;) then
things.Anchored = false
end end
if game.Workspace.GameScript.Playing.Value == true then
for _,p in pairs(game.Players:GetPlayers()) do
--[[
if p.Awards:findFirstChild(&quot;Absolute Survivor&quot;) then
&#9;p.Awards[&quot;Absolute Survivor&quot;].Value = true
end --]]
if game.Workspace.TripleEvent.Value == false then
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 60
saythis(60,0)
else
p.Statistics.FaithPoints.Value = p.Statistics.FaithPoints.Value + 180
saythis(180,0)
end
end
end
end)

game.Workspace.GameScript.Playing.Changed:connect(function()
if game.Workspace.GameScript.Playing.Value == false then
script.Parent.OverKill.Value = 999999
script.Parent.Zombie.Health = 0
end
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16281">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16282">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Attacks</string>
								<ProtectedString name="Source">skills = {&quot;Throw&quot;,&quot;Spin&quot;,&quot;Boulder&quot;}

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

me = script.Parent

m = Instance.new(&quot;Message&quot;)
m.Parent = nil

time = 15

wait()

while wait(time) do
attack = skills[math.random(1,#skills)]
if attack == &quot;Throw&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;White&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;for i = 1,10 do
&#9;direction = me.Torso.CFrame.lookVector
&#9;local spawnPos = script.Parent.Torso.Position + direction * 4.0

&#9;missile = game.Lighting.DeathSlayerBossRocket:clone()
&#9;dmg = script.Parent.MaxDmg:clone()
&#9;dmg.Name = &quot;Dmg&quot;
&#9;dmg.Parent = missile

&#9;missile.CFrame = (CFrame.new(spawnPos, spawnPos + direction))

&#9;missile.CFrame = missile.CFrame * CFrame.Angles(0,0,-80)

&#9;missile.Velocity = direction * 90.0 
&#9;missile.RotVelocity = Vector3.new(0, 0, 0)

&#9;local floatForce = Instance.new(&quot;BodyForce&quot;)
&#9;floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0)
&#9;floatForce.Parent = missile

&#9;missile.Parent = game.Workspace
&#9;wait(1.3)
&#9;end
elseif attack == &quot;Spin&quot; then
&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0.2
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 2, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(0.5, 1, 0.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame * CFrame.new(0, -2.4, 0)
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]] wait(1)
&#9;&#9;&#9;&#9;myTorso = me.Torso
&#9;myHumanoid = me.Zombie
&#9;local target = myTorso.CFrame.lookVector
&#9;Fist = script.Parent.Torso
&#9;local direction = me.Torso.CFrame.lookVector

&#9;if not myTorso:findFirstChild(&quot;FlyingThing&quot;) then
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.Name = &quot;FlyingThing&quot;
&#9;bv.P = 500000
&#9;bv.maxForce = Vector3.new(bv.P, bv.P, bv.P)
&#9;bv.velocity = direction * 60.0
&#9;bv.Parent = myTorso
&#9;
&#9;&#9;Wavee = Instance.new(&quot;Part&quot;)
&#9;&#9;Wavee.Parent = myTorso
&#9;&#9;Wavee.Anchored = true
&#9;&#9;Wavee.CanCollide = false
&#9;&#9;Wavee.Locked = true
&#9;&#9;Wavee.Reflectance = 0.5
&#9;&#9;Wavee.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;Wavee.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wavee.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wavee.CFrame = myTorso.CFrame
&#9;&#9;WaveeMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveeMesh.Parent = Wavee
&#9;&#9;WaveeMesh.Scale = Vector3.new(8.5,0.1,8.5)

Gyro = game.Lighting.BAV:clone()
Gyro.Parent = myTorso
--player.Character.Humanoid.WalkSpeed = 0

 for i = 1 , 15 do
--  Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
--  Wave.Transparency = Wave.Transparency + 0.055
  Wavee.CFrame = myTorso.CFrame
--  game.Workspace.CurrentCamera.CameraSubject = player.Character[&quot;Right Arm&quot;]
--  Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
  wait()
 end

Gyro:remove()
Wavee:remove()

&#9;if bv then bv:Remove() end&#9;&#9;&#9;
&#9;&#9;end
--[[&#9;for i = 1,10 do wait()
&#9;bri.Transparency = bri.Transparency + 0.1
&#9;end
&#9;bri:remove()--]]
elseif attack == &quot;Boulder&quot; then
&#9;&#9;boul = Instance.new(&quot;Part&quot;)
&#9;&#9;boul.Parent = me.Torso
&#9;&#9;boul.Name = &quot;Boulder&quot;
&#9;&#9;boul.Anchored = false
&#9;&#9;boul.CanCollide = true
&#9;&#9;boul.Locked = true
&#9;&#9;boul.Transparency = 0
&#9;&#9;boul.BrickColor = BrickColor.new(&quot;Dark stone grey&quot;)
&#9;&#9;boul.Size = Vector3.new(15, 15, 15)
&#9;&#9;boul.Shape = &quot;Ball&quot;
&#9;&#9;boul.Material = &quot;Slate&quot;
&#9;&#9;boul.TopSurface = &quot;Smooth&quot;
&#9;&#9;boul.BottomSurface = &quot;Smooth&quot;
&#9;&#9;boul.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, 10)
&#9;&#9;&#9;boul.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MaxDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;for i = 1,2 do wait(1)
&#9;&#9;da = boul:clone()
&#9;&#9;da.Parent = me.Torso
&#9;&#9;da.CFrame = me.Torso.CFrame * CFrame.new(0, 10.4, -10)
&#9;&#9;&#9;da.Touched:connect(function(hit)
&#9;&#9;&#9;if hit.Parent:findFirstChild(&quot;Humanoid&quot;) then
&#9;&#9;&#9;hit.Parent.Humanoid:TakeDamage(script.Parent.MinDmg.Value)
&#9;&#9;&#9;hit.Parent.Humanoid.Sit = true
&#9;&#9;&#9;end end)
&#9;&#9;end
&#9;&#9;wait(3)
&#9;&#9;for _,things in pairs(me.Torso:GetChildren()) do
&#9;&#9;if things.Name == &quot;Boulder&quot; then
&#9;&#9;things:remove() end end
end
end
</ProtectedString>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX16283">
					<Properties>
						<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">CliffHelper</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX16284">
						<Properties>
							<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">SPAWNING</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Part" referent="RBX16285">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>103</X>
									<Y>63.5</Y>
									<Z>416.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Head</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX16286">
								<Properties>
									<token name="LODX">2</token>
									<token name="LODY">2</token>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Offset">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<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>
								</Properties>
							</Item>
							<Item class="Sound" referent="RBX16287">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
									<float name="Volume">0.5</float>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX16288">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>103</X>
									<Y>62</Y>
									<Z>416.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="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>
								<token name="Material">256</token>
								<string name="Name">Torso</string>
								<float name="Reflectance">0.5</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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
							<Item class="Motor" referent="RBX16289">
								<Properties>
									<CoordinateFrame name="C0">
										<X>-1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>-0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>-1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Left Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Snap" referent="RBX16290">
								<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>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16291">
								<Properties>
									<CoordinateFrame name="C0">
										<X>1</X>
										<Y>-1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<CoordinateFrame name="C1">
										<X>0.5</X>
										<Y>1</Y>
										<Z>0</Z>
										<R00>0</R00>
										<R01>0</R01>
										<R02>1</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>-0</R12>
										<R20>-1</R20>
										<R21>0</R21>
										<R22>0</R22>
									</CoordinateFrame>
									<float name="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.100000001</float>
									<string name="Name">Right Hip</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16292">
								<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="DesiredAngle">-0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Right Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
							<Item class="Motor" referent="RBX16293">
								<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>
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										<R11>1</R11>
										<R12>0</R12>
										<R20>1</R20>
										<R21>0</R21>
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									</CoordinateFrame>
									<float name="DesiredAngle">0.0760762841</float>
									<float name="MaxVelocity">0.150000006</float>
									<string name="Name">Left Shoulder</string>
									<Ref name="Part0">null</Ref>
									<Ref name="Part1">null</Ref>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX16294">
							<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>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>102.5</X>
									<Y>60</Y>
									<Z>416.5</Z>
									<R00>1</R00>
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									<R20>0</R20>
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								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
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								<token name="FrontSurface">0</token>
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								<float name="LeftParamA">-0.5</float>
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								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<token name="Material">256</token>
								<string name="Name">Left Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
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								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
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									<Y>0</Y>
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								</Vector3>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
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								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16295">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
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								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>103.5</X>
									<Y>60</Y>
									<Z>416.5</Z>
									<R00>1</R00>
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									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX16296">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16297">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>104.5</X>
									<Y>62</Y>
									<Z>416.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX16298">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>101.5</X>
									<Y>62</Y>
									<Z>416.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.5</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16299">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Humanoid&quot;
humanoidd.WalkSpeed = 25

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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;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)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
--        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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)
--]]

&#9;&#9;Wave = Instance.new(&quot;Part&quot;)
&#9;&#9;Wave.Parent = me.Torso
&#9;&#9;Wave.Anchored = true
&#9;&#9;Wave.CanCollide = false
&#9;&#9;Wave.Locked = true
&#9;&#9;Wave.Transparency = 0
&#9;&#9;Wave.BrickColor = BrickColor.new(&quot;Really black&quot;)
&#9;&#9;Wave.Size = Vector3.new(1, 1, 1)
&#9;&#9;Wave.TopSurface = &quot;Smooth&quot;
&#9;&#9;Wave.BottomSurface = &quot;Smooth&quot;
&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;WaveMesh = Instance.new(&quot;CylinderMesh&quot;)
&#9;&#9;WaveMesh.Parent = Wave
&#9;&#9;WaveMesh.Scale = Vector3.new(1, 1, 1)
&#9;&#9;for i = 1 , 15 do
&#9;&#9;&#9;WaveMesh.Scale = WaveMesh.Scale + Vector3.new(5.5, 0, 5.5)
&#9;&#9;&#9;Wave.Transparency = Wave.Transparency + 0.055
&#9;&#9;&#9;Wave.CFrame = me.Torso.CFrame
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;Wave:remove()

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16300">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Humanoid&quot;)

enemy.Humanoid.MaxHealth = enemy.Health.Value
enemy.Humanoid.Health = enemy.Humanoid.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;ALLY&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16301">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16302">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;for _,guy in pairs(temp2:GetChildren()) do
&#9;&#9;&#9;temp = guy:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = guy:findFirstChild(&quot;Zombie&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Zombie&quot;)
&#9;if human ~= nil then
dmg = maxd.Value
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;end
&#9;wait(0.5)
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)
script.Parent[&quot;Right Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Left Leg&quot;].Touched:connect(Hit)
script.Parent[&quot;Torso&quot;].Touched:connect(Hit)

repeat wait()
script.Parent.Zombie:MoveTo(game.Workspace.Map.S1.Position, game.Workspace.Map.S1)
until
(script.Parent.Torso.Position - game.Workspace.Map.S1.Position).magnitude &lt; 3.7

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX16303">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX16304">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">3500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16305">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">100</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16306">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">110</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX16307">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 60

repeat wait() until script.Parent:findFirstChild(&quot;Humanoid&quot;)

script.Parent.Humanoid.Died:connect(function()
wait(0.5)

script.Parent.OverKill.Value = math.random(1,9000)

c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Humanoid.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX16308">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Model" referent="RBX16309">
					<Properties>
						<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">TheCliff2</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Model" referent="RBX16310">
						<Properties>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Model</string>
							<Ref name="PrimaryPart">null</Ref>
						</Properties>
						<Item class="Model" referent="RBX16311">
							<Properties>
								<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">Scenery</string>
								<Ref name="PrimaryPart">null</Ref>
							</Properties>
							<Item class="Part" referent="RBX16312">
								<Properties>
									<bool name="Anchored">true</bool>
									<float name="BackParamA">-0.5</float>
									<float name="BackParamB">0.5</float>
									<token name="BackSurface">0</token>
									<token name="BackSurfaceInput">0</token>
									<float name="BottomParamA">-0.5</float>
									<float name="BottomParamB">0.5</float>
									<token name="BottomSurface">0</token>
									<token name="BottomSurfaceInput">0</token>
									<int name="BrickColor">192</int>
									<CoordinateFrame name="CFrame">
										<X>278</X>
										<Y>77.5</Y>
										<Z>-353.5</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>
									<float name="Elasticity">0.5</float>
									<float name="Friction">0.300000012</float>
									<float name="FrontParamA">-0.5</float>
									<float name="FrontParamB">0.5</float>
									<token name="FrontSurface">0</token>
									<token name="FrontSurfaceInput">0</token>
									<float 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>
									<token name="Material">256</token>
									<string name="Name">Dirt Brick</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>
									<token name="formFactorRaw">0</token>
									<token name="shape">1</token>
									<Vector3 name="size">
										<X>22</X>
										<Y>37</Y>
										<Z>39</Z>
									</Vector3>
								</Properties>
								<Item class="BlockMesh" referent="RBX16313">
									<Properties>
										<float name="Bevel">0</float>
										<float name="Bevel Roundness">0</float>
										<float name="Bulge">0</float>
										<token name="LODX">2</token>
										<token name="LODY">2</token>
										<string name="Name">Mesh</string>
										<Vector3 name="Offset">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="Scale">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
										<Vector3 name="VertexColor">
											<X>1</X>
											<Y>1</Y>
											<Z>1</Z>
										</Vector3>
									</Properties>
								</Item>
							</Item>
							<Item class="Model" referent="RBX16314">
								<Properties>
									<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">Tree</string>
									<Ref name="PrimaryPart">null</Ref>
								</Properties>
								<Item class="Part" referent="RBX16315">
									<Properties>
										<bool name="Anchored">true</bool>
										<float name="BackParamA">-0.5</float>
										<float name="BackParamB">0.5</float>
										<token name="BackSurface">1</token>
										<token name="BackSurfaceInput">0</token>
										<float name="BottomParamA">-0.5</float>
										<float name="BottomParamB">0.5</float>
										<token name="BottomSurface">1</token>
										<token name="BottomSurfaceInput">0</token>
										<int name="BrickColor">28</int>
										<CoordinateFrame name="CFrame">
											<X>187.5</X>
											<Y>76.5999985</Y>
											<Z>-218.5</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>
										<float name="Elasticity">0.5</float>
										<float name="Friction">0.300000012</float>
										<float name="FrontParamA">-0.5</float>
										<float name="FrontParamB">0.5</float>
										<token name="FrontSurface">1</token>
										<token name="FrontSurfaceInput">0</token>
										<float name="LeftParamA">-0.5</float>
										<float name="LeftParamB">0.5</float>
										<token name="LeftSurface">1</token>
										<token name="LeftSurfaceInput">0</token>
										<bool name="Locked">true</bool>
										<token name="Material">256</token>
										<string name="Name">Tree</string>
										<float name="Reflectance">0</float>
										<float name="RightParamA">-0.5</float>
										<float name="RightParamB">0.5</float>
										<token name="RightSurface">1</token>
										<token name="RightSurfaceInput">0</token>
										<Vector3 name="RotVelocity">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<float name="TopParamA">-0.5</float>
										<float name="TopParamB">0.5</float>
										<token name="TopSurface">1</token>
										<token name="TopSurfaceInput">0</token>
										<float name="Transparency">0</float>
										<Vector3 name="Velocity">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<token name="formFactorRaw">1</token>
										<token name="shape">1</token>
										<Vector3 name="size">
											<X>17</X>
											<Y>13.1999998</Y>
											<Z>15</Z>
										</Vector3>
									</Properties>
									<Item class="SpecialMesh" referent="RBX16316">
										<Properties>
											<token name="LODX">2</token>
											<token name="LODY">2</token>
											<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1290033</url></Content>
											<token name="MeshType">5</token>
											<string name="Name">Mesh</string>
											<Vector3 name="Offset">
												<X>0</X>
												<Y>0</Y>
												<Z>0</Z>
											</Vector3>
											<Vector3 name="Scale">
												<X>14</X>
												<Y>10</Y>
												<Z>14</Z>
											</Vector3>
											<Content name="TextureId"><url>http://www.roblox.com/asset/?id=2861779</url></Content>
											<Vector3 name="VertexColor">
												<X>1</X>
												<Y>1</Y>
												<Z>-1</Z>
											</Vector3>
										</Properties>
									</Item>
								</Item>
								<Item class="Model" referent="RBX16317">
									<Properties>
										<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">Stump</string>
										<Ref name="PrimaryPart">null</Ref>
									</Properties>
									<Item class="Part" referent="RBX16318">
										<Properties>
											<bool name="Anchored">true</bool>
											<float name="BackParamA">-0.5</float>
											<float name="BackParamB">0.5</float>
											<token name="BackSurface">0</token>
											<token name="BackSurfaceInput">0</token>
											<float name="BottomParamA">-0.5</float>
											<float name="BottomParamB">0.5</float>
											<token name="BottomSurface">4</token>
											<token name="BottomSurfaceInput">0</token>
											<int name="BrickColor">192</int>
											<CoordinateFrame name="CFrame">
												<X>188.000061</X>
												<Y>64.5997467</Y>
												<Z>-217.999756</Z>
												<R00>-1</R00>
												<R01>3.05180438e-005</R01>
												<R02>3.05171125e-005</R02>
												<R10>3.05171125e-005</R10>
												<R11>1</R11>
												<R12>-3.05180438e-005</R12>
												<R20>-3.05180438e-005</R20>
												<R21>-3.05171125e-005</R21>
												<R22>-1</R22>
											</CoordinateFrame>
											<bool name="CanCollide">true</bool>
											<float name="Elasticity">0.5</float>
											<float name="Friction">0.300000012</float>
											<float name="FrontParamA">-0.5</float>
											<float name="FrontParamB">0.5</float>
											<token name="FrontSurface">0</token>
											<token name="FrontSurfaceInput">0</token>
											<float 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>
											<token name="Material">256</token>
											<string name="Name">Bark</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>
											<token name="formFactorRaw">1</token>
											<token name="shape">1</token>
											<Vector3 name="size">
												<X>4</X>
												<Y>10.8000002</Y>
												<Z>4</Z>
											</Vector3>
										</Properties>
									</Item>
									<Item class="Part" referent="RBX16319">
										<Properties>
											<bool name="Anchored">true</bool>
											<float name="BackParamA">-0.5</float>
											<float name="BackParamB">0.5</float>
											<token name="BackSurface">0</token>
											<token name="BackSurfaceInput">0</token>
											<float name="BottomParamA">-0.5</float>
											<float name="BottomParamB">0.5</float>
											<token name="BottomSurface">4</token>
											<token name="BottomSurfaceInput">0</token>
											<int name="BrickColor">192</int>
											<CoordinateFrame name="CFrame">
												<X>188.000061</X>
												<Y>64.4996338</Y>
												<Z>-220.599792</Z>
												<R00>-1</R00>
												<R01>-4.31562512e-005</R01>
												<R02>3.27346439e-009</R02>
												<R10>1.86070415e-009</R10>
												<R11>-0.000118966971</R11>
												<R12>-1</R12>
												<R20>4.31562512e-005</R20>
												<R21>-1</R21>
												<R22>0.000118966971</R22>
											</CoordinateFrame>
											<bool name="CanCollide">true</bool>
											<float name="Elasticity">0.5</float>
											<float name="Friction">0.300000012</float>
											<float name="FrontParamA">-0.5</float>
											<float name="FrontParamB">0.5</float>
											<token name="FrontSurface">0</token>
											<token name="FrontSurfaceInput">0</token>
											<float 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>
											<token name="Material">256</token>
											<string name="Name">Bark</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>
											<token name="formFactorRaw">1</token>
											<token name="shape">1</token>
											<Vector3 name="size">
												<X>4</X>
												<Y>1.20000005</Y>
												<Z>11</Z>
											</Vector3>
										</Properties>
										<Item class="SpecialMesh" referent="RBX16320">
											<Properties>
												<token name="LODX">2</token>
												<token name="LODY">2</token>
												<Content name="MeshId"><null></null></Content>
												<token name="MeshType">2</token>
												<string name="Name">Mesh</string>
												<Vector3 name="Offset">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<Vector3 name="Scale">
													<X>1</X>
													<Y>1</Y>
													<Z>1</Z>
												</Vector3>
												<Content name="TextureId"><null></null></Content>
												<Vector3 name="VertexColor">
													<X>1</X>
													<Y>1</Y>
													<Z>1</Z>
												</Vector3>
											</Properties>
										</Item>
									</Item>
									<Item class="Part" referent="RBX16321">
										<Properties>
											<bool name="Anchored">true</bool>
											<float name="BackParamA">-0.5</float>
											<float name="BackParamB">0.5</float>
											<token name="BackSurface">0</token>
											<token name="BackSurfaceInput">0</token>
											<float name="BottomParamA">-0.5</float>
											<float name="BottomParamB">0.5</float>
											<token name="BottomSurface">4</token>
											<token name="BottomSurfaceInput">0</token>
											<int name="BrickColor">192</int>
											<CoordinateFrame name="CFrame">
												<X>188.000092</X>
												<Y>64.4996643</Y>
												<Z>-215.400513</Z>
												<R00>1</R00>
												<R01>-1.41608858e-009</R01>
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								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX17036">
							<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">24</int>
								<CoordinateFrame name="CFrame">
									<X>249.5</X>
									<Y>60</Y>
									<Z>-325.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Leg</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX17037">
							<Properties>
								<string name="Name">Mode</string>
								<int name="Value">0</int>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX17038">
							<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>250.5</X>
									<Y>62</Y>
									<Z>-325.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Right Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX17039">
							<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>247.5</X>
									<Y>62</Y>
									<Z>-325.5</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<float name="Elasticity">0.5</float>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float 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>
								<token name="Material">256</token>
								<string name="Name">Left Arm</string>
								<float name="Reflectance">0.600000024</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">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>
								<token name="formFactorRaw">0</token>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX17040">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Robot</string>
								<ProtectedString name="Source">humanoidd = Instance.new(&quot;Humanoid&quot;, script.Parent)
humanoidd.Name = &quot;Zombie&quot;

model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value + 1

------------------
--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)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

function onRunning(speed)
&#9;if isSeated then return end

&#9;if speed&gt;0 then
&#9;&#9;pose = &quot;Running&quot;
&#9;else
&#9;&#9;pose = &quot;Standing&quot;
&#9;end
end

function onDied()

    pose = &quot;Dead&quot;
        game.Workspace.GameScript.ZombiesAlive.Value = game.Workspace.GameScript.ZombiesAlive.Value - 1
        wait(5)
        script.Parent.Parent:remove()
end

function onJumping()
&#9;isSeated = false
&#9;pose = &quot;Jumping&quot;
end

function onClimbing()
&#9;pose = &quot;Climbing&quot;
end

function onGettingUp()
&#9;pose = &quot;GettingUp&quot;
end

function onFreeFall()
&#9;pose = &quot;FreeFall&quot;
end

function onDancing()
&#9;pose = &quot;Dancing&quot;
end

function onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;isSeated = true
&#9;pose = &quot;Seated&quot;
end



function moveJump()
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFreeFall()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1
&#9;LeftShoulder.DesiredAngle = -1
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveFloat()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
&#9;wait(.5)
&#9;RightShoulder.MaxVelocity = 1
&#9;LeftShoulder.MaxVelocity = 1
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = -3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 1.57
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function movePunch()
&#9;script.Parent.Torso.Anchored=true
&#9;RightShoulder.MaxVelocity = 60
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -1.57
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = 0
&#9;LeftShoulder.DesiredAngle = 0
&#9;RightHip.MaxVelocity = 40
&#9;RightHip.DesiredAngle = 1.57
&#9;LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
&#9;RightShoulder.MaxVelocity = 0.5
&#9;LeftShoulder.MaxVelocity = 0.5
&#9;RightShoulder.DesiredAngle = -3.14
&#9;LeftShoulder.DesiredAngle = 3.14
&#9;RightHip.DesiredAngle = 0
&#9;LeftHip.DesiredAngle = 0
end

function moveSit()
&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;RightShoulder.DesiredAngle = -3.14 /2
&#9;LeftShoulder.DesiredAngle = -3.14 /2
&#9;RightHip.DesiredAngle = 3.14 /2
&#9;LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
&#9;
&#9;kidTable = Figure:children()
&#9;if (kidTable ~= nil) then
&#9;&#9;numKids = #kidTable
&#9;&#9;for i=1,numKids do
&#9;&#9;&#9;if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
&#9;&#9;end
&#9;end
&#9;
&#9;return nil
end

function getToolAnim(tool)

&#9;c = tool:children()
&#9;for i=1,#c do
&#9;&#9;if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
&#9;&#9;&#9;return c[i]
&#9;&#9;end
&#9;end
&#9;return nil
end

function animateTool()
&#9;
&#9;if (toolAnim == &quot;None&quot;) then
&#9;&#9;RightShoulder.DesiredAngle = 1.57
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Slash&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;return
&#9;end

&#9;if (toolAnim == &quot;Lunge&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;RightHip.MaxVelocity = 0.5
&#9;&#9;LeftHip.MaxVelocity = 0.5
&#9;&#9;RightShoulder.DesiredAngle = -1.57
&#9;&#9;LeftShoulder.DesiredAngle = 1.0
&#9;&#9;RightHip.DesiredAngle = 1.57
&#9;&#9;LeftHip.DesiredAngle = 1.0
&#9;&#9;return
&#9;end
end

function move(time)
&#9;local amplitude
&#9;local frequency

&#9;if (pose == &quot;Jumping&quot;) then
&#9;&#9;moveJump()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Zombie&quot;) then
&#9;&#9;moveZombie()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Boogy&quot;) then
&#9;&#9;moveBoogy()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Float&quot;) then
&#9;&#9;moveFloat()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Punch&quot;) then
&#9;&#9;movePunch()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Kick&quot;) then
&#9;&#9;moveKick()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Fly&quot;) then
&#9;&#9;moveFly()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Climbing&quot;) then
&#9;&#9;moveClimb()
&#9;&#9;return
&#9;end

&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1

&#9;RightShoulder.MaxVelocity = 0.15
&#9;LeftShoulder.MaxVelocity = 0.15
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Dancing&quot;) then
&#9;&#9;amplitude = 2
&#9;&#9;frequency = 16
&#9;end


&#9;desiredAngle = amplitude * math.sin(time*frequency)
&#9;if pose~=&quot;Dancing&quot; then
&#9;&#9;RightShoulder.DesiredAngle = -desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;else
&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;LeftShoulder.DesiredAngle = desiredAngle
&#9;&#9;RightHip.DesiredAngle = -desiredAngle
&#9;&#9;LeftHip.DesiredAngle = -desiredAngle
&#9;end
&#9;&#9;


&#9;local tool = getTool()

&#9;if tool ~= nil then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject ~= nil then
&#9;&#9;&#9;toolAnim = animStringValueObject.Value
&#9;&#9;&#9;-- message recieved, delete StringValue
&#9;&#9;&#9;animStringValueObject.Parent = nil
&#9;&#9;&#9;toolAnimTime = time + .3
&#9;&#9;end

&#9;&#9;if time &gt; toolAnimTime then
&#9;&#9;&#9;toolAnimTime = 0
&#9;&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;end

&#9;&#9;animateTool()

&#9;&#9;
&#9;else
&#9;&#9;toolAnim = &quot;None&quot;
&#9;&#9;toolAnimTime = 0
&#9;end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
&#9;local items=script.Parent:children()
&#9;for i=1, #items do
&#9;&#9;if items[i].className==&quot;Tool&quot; then items[i]:remove() end
&#9;end
end

function onChatted(msg, recipient) 
&#9;msg = string.lower(msg)

&#9;if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
&#9;&#9;if string.match(msg, &quot;equip&quot;) then 
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;Hub&quot;) then
&#9;&#9;&#9;&#9;if string.match(msg, &quot;rocket&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Rocket:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;slingshot&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;sword&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Sword:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;pbg&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.PBG:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;superball&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Superball:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;trowel&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Trowel:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;elseif string.match(msg, &quot;bomb&quot;) then unequip()
&#9;&#9;&#9;&#9;&#9;game.Workspace.Hub.Bomb:clone().Parent=script.Parent
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;unequip&quot;) then unequip() end
&#9;&#9;if string.match(msg, &quot;run&quot;) then onRunning(1) end
&#9;&#9;if string.match(msg, &quot;climb&quot;) then onClimbing() end
&#9;&#9;if string.match(msg, &quot;jump&quot;) then onJumping() end
&#9;&#9;if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
&#9;&#9;if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
&#9;&#9;if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
&#9;&#9;if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
&#9;&#9;if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
&#9;&#9;if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
&#9;&#9;if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
&#9;&#9;if string.match(msg, &quot;defend&quot;) then defence() end
&#9;&#9;if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
&#9;&#9;if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
&#9;&#9;if string.match(msg, &quot;follow&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;followany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;follow(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if string.match(msg, &quot;kill&quot;) then
&#9;&#9;&#9;if string.match(msg, &quot;all&quot;) then
&#9;&#9;&#9;&#9;attackany()
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local egg=game.Players:children()
&#9;&#9;&#9;&#9;for i=1, #egg do
&#9;&#9;&#9;&#9;&#9;if string.match(msg, string.lower(egg[i].Name)) then
&#9;&#9;&#9;&#9;&#9;&#9;attack(egg[i].Name)
&#9;&#9;&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;end
end

if game.Players.NumPlayers&gt;1 then
&#9;x=game.Players:children()
&#9;
&#9;for i=1, #x do
&#9;&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
&#9;&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;&#9;end
&#9;end
end


function onPlayerEntered(Player) 
&#9;while Player.Name==nil do
&#9;&#9;wait(2)
&#9;end
&#9;if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
&#9;&#9;if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
&#9;&#9;&#9;local ch=script.Parent.Commander:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;if string.lower(ch[i].Name)==string.lower(Player.Name) then
&#9;&#9;&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
&#9;&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
&#9;&#9;end
&#9;else
&#9;&#9;Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
&#9;end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
&#9;while following==true do

&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;
&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 6 do
&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then stopmoving() else&#9;wait(0.5) end
&#9;&#9;end
&#9;end
end



function gohome()
&#9;script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
&#9;script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
&#9;following=true

&#9;local p=game.Workspace:findFirstChild(name)
&#9;if p==nil then return end
&#9;while following==true do&#9;
&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;wait(0.5)
&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;end
&#9;end
end

function attack(name)
&#9;if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;
&#9;&#9;following=true
&#9;&#9;local p=game.Workspace:findFirstChild(name)
&#9;&#9;if p==nil then return end
&#9;&#9;while following==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
&#9;&#9;&#9;&#9;local l=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
&#9;&#9;&#9;&#9;&#9;if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then&#9;

&#9;following=true
&#9;&#9;while following==true do

&#9;&#9;&#9;local ch=game.Players:children()
&#9;&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;&#9;local l=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;&#9;if l~=nil then
&#9;&#9;&#9;&#9;&#9;local s=l.Torso
&#9;&#9;&#9;&#9;&#9;local p=l.Torso.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if smallest==nil then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;elseif d&lt;smallest then
&#9;&#9;&#9;&#9;&#9;&#9;smallest=d
&#9;&#9;&#9;&#9;&#9;&#9;target=s
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;if smallest==nil then stopmoving() return end
&#9;&#9;&#9;
&#9;&#9;&#9;if smallest&gt;6*dist then return end
&#9;&#9;&#9;
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target)

&#9;&#9;&#9;if smallest&lt;10 then
&#9;&#9;&#9;&#9;slash()
&#9;&#9;&#9;end
&#9;&#9;&#9;if target.Parent==nil then stopmoving() return end
&#9;&#9;&#9;wait(0.5)
&#9;&#9;&#9;for i=1, 3 do
&#9;&#9;&#9;&#9;if target.Parent.Humanoid.Health&lt;1 then 
&#9;&#9;&#9;&#9;&#9;stopmoving() 
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;local p=target.Position
&#9;&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;&#9;if d&lt;10 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(target.Position, target); slash()
&#9;&#9;&#9;&#9;&#9;&#9;if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(1)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function patrol()
&#9;if points==nil then
&#9;&#9;points=0
&#9;&#9;if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
&#9;&#9;pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
&#9;&#9;&#9;pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
&#9;&#9;&#9;&#9;pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
&#9;&#9;local points=points+1
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;if points&lt;1 then return end
&#9;patrolling=true
&#9;local time=2
&#9;if points==1 then return end
&#9;if points&gt;1 then
&#9;&#9;while patrolling==true do
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;if points&gt;2 then
&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;if points&gt;3 then
&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;if points&gt;4 then
&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;5 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;6 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;7 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if points&gt;8 then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait(time)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end


function goto(pos,part)
while true do
end
end


function slash()
&#9;for i=1, 3 do
&#9;&#9;wait(.3)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = -2.14
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;wait(.2)
&#9;&#9;RightShoulder.MaxVelocity = 2
&#9;&#9;LeftShoulder.MaxVelocity = 1
&#9;&#9;RightShoulder.DesiredAngle = 0
&#9;&#9;LeftShoulder.DesiredAngle = 0
&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;LeftHip.DesiredAngle = 0
&#9;end
end

function defence()
&#9;proxkill=true
&#9;while proxkill==true do
&#9;&#9;local ch=game.Players:children()
&#9;&#9;for i=1, #ch do
&#9;&#9;&#9;local p=game.Workspace:findFirstChild(ch[i].Name)
&#9;&#9;&#9;if p~=nil then
&#9;&#9;&#9;&#9;local p=p.Torso.Position
&#9;&#9;&#9;&#9;local q=script.Parent.Torso.Position
&#9;&#9;&#9;&#9;local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
&#9;&#9;&#9;&#9;if d&lt;dist and d&gt;8 then
&#9;&#9;&#9;&#9;&#9;local ex=Instance.new(&quot;Explosion&quot;)
&#9;&#9;&#9;&#9;&#9;ex.Position=p
&#9;&#9;&#9;&#9;&#9;ex.Parent=game.Workspace
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end&#9;&#9;
&#9;&#9;end
&#9;&#9;wait(1)
&#9;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)
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;sound.SoundId = id
&#9;sound.Parent = script.Parent.Head
&#9;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()
&#9;sDied:play()
end

function onState(state, sound)
&#9;if state then
&#9;&#9;sound:play()
&#9;else
&#9;&#9;sound:pause()
&#9;end
end

function onRunning(speed)
&#9;if speed&gt;0 then
&#9;&#9;sRunning:play()
&#9;else
&#9;&#9;sRunning:pause()
&#9;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
&#9;time = runService.Stepped:wait()
&#9;if time &gt; nextTime then
&#9;&#9;move(time)
&#9;&#9;nextTime = time + 0.1
&#9;end
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX17041">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">HealthShow</string>
								<ProtectedString name="Source">enemy = script.Parent

repeat wait() until enemy:findFirstChild(&quot;Zombie&quot;)

enemy.Zombie.MaxHealth = enemy.Health.Value
enemy.Zombie.Health = enemy.Zombie.MaxHealth

while true do
wait(0.1)
enemy.Name = &quot;[&quot; ..enemy.Zombie.Health.. &quot;/&quot; ..enemy.Zombie.MaxHealth.. &quot;]&quot;
end
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX17042">
							<Properties>
								<bool name="Disabled">true</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Clean</string>
								<ProtectedString name="Source">wait(3)

script.Parent.Parent = nil
</ProtectedString>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX17043">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<ProtectedString name="Source">repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

mind = script.Parent.MinDmg
maxd = script.Parent.MaxDmg

dmger = Instance.new(&quot;Model&quot;)
dmger.Parent = nil
h = Instance.new(&quot;Part&quot;)
h.Parent = nil
hu = Instance.new(&quot;Humanoid&quot;)
hu.Parent = nil

local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
off = BrickColor.new(21)
defaultWep = &quot;Branch&quot;
wepout = false

local slash = Instance.new(&quot;Sound&quot;)
slash.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
slash.Parent = script
slash.Volume = .2


local out = Instance.new(&quot;Sound&quot;)
out.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
out.Parent = script
out.Volume = .8

function getWep(wep)
if wep ~= nil then
local a = game.Lighting:findFirstChild(wep)
if a ~= nil then
local b = script.Parent:findFirstChild(wep)
if b == nil then
local c = a:Clone()
c.Parent = script.Parent
out:Play()
end
end
end
end

function loseWep(wep)
if wep ~= nil then
local a = script.Parent:findFirstChild(wep)
if a ~= nil then
a.Parent = nil
out:Play()
end
end
end

function findNearestTorso(pos)
&#9;local list = game.Workspace:children()
&#9;local torso = nil
&#9;local dist = 1000
&#9;local temp = nil
&#9;local human = nil
&#9;local temp2 = nil
&#9;for x = 1, #list do
&#9;&#9;temp2 = list[x]
&#9;&#9;if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
&#9;&#9;&#9;if temp2:findFirstChild(&quot;Zombie&quot;) == nil then
&#9;&#9;&#9;temp = temp2:findFirstChild(&quot;Torso&quot;)
&#9;&#9;&#9;human = temp2:findFirstChild(&quot;Humanoid&quot;)
&#9;&#9;&#9;if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
&#9;&#9;&#9;&#9;if (temp.Position - pos).magnitude &lt; dist then
&#9;&#9;&#9;&#9;&#9;torso = temp
&#9;&#9;&#9;&#9;&#9;dist = (temp.Position - pos).magnitude
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return torso
end

re = 0

function Hit(hit)
if re == 0 then
&#9;local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
&#9;if human ~= nil then
&#9;&#9;if wepout == true then
&#9;&#9;local tool = script.Parent:findFirstChild(defaultWep)
&#9;&#9;if tool ~= nil then
&#9;&#9;re=1
&#9;&#9;local anim = Instance.new(&quot;StringValue&quot;)
&#9;&#9;anim.Name = &quot;toolanim&quot;
&#9;&#9;anim.Value = &quot;Slash&quot;
&#9;&#9;anim.Parent = script.Parent:findFirstChild(defaultWep)
dmg = math.random(mind.Value, maxd.Value)
&#9;&#9;human:TakeDamage(dmg)

&#9;&#9;&#9;&#9;dmger.Parent = game.Workspace
&#9;&#9;&#9;&#9;h.Parent = dmger
&#9;&#9;&#9;&#9;h.Name = &quot;Head&quot;
&#9;&#9;&#9;&#9;h.Anchored = true
&#9;&#9;&#9;&#9;h.CanCollide = false
&#9;&#9;&#9;&#9;h.BrickColor = BrickColor.new(&quot;Bright red&quot;)
&#9;&#9;&#9;&#9;h.Size = Vector3.new(1,1,1)
&#9;&#9;&#9;&#9;h.Transparency = 0.9
&#9;&#9;&#9;&#9;h.Position = hit.Position
&#9;&#9;&#9;&#9;hu.Parent = dmger
&#9;&#9;&#9;&#9;hu.Name = &quot;Damage&quot;
&#9;&#9;&#9;&#9;hu.Health = 0
&#9;&#9;&#9;&#9;hu.MaxHealth = 0
&#9;&#9;&#9;&#9;dmger.Name = dmg
&#9;&#9;&#9;&#9;cl = script.Parent.Clean:clone()
&#9;&#9;&#9;&#9;cl.Disabled = false
&#9;&#9;&#9;&#9;cl.Parent = dmger

&#9;&#9;slash:Play()
&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;wait(0.5)
&#9;re=0
&#9;end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
&#9;wait()
&#9;local target = findNearestTorso(script.Parent.Torso.Position)
&#9;if target ~= nil then
&#9;&#9;script.Parent.Zombie:MoveTo(target.Position, target)
&#9;&#9;getWep(defaultWep)
&#9;&#9;wepout = true
&#9;else
&#9;loseWep(defaultwep)
end
end
</ProtectedString>
							</Properties>
							<Item class="Sound" referent="RBX17044">
								<Properties>
									<bool name="Looped">false</bool>
									<string name="Name">Sound</string>
									<float name="Pitch">1</float>
									<bool name="PlayOnRemove">false</bool>
									<Content name="SoundId"><url>rbxasset://sounds/unsheath.wav</url></Content>
									<float name="Volume">0.800000012</float>
								</Properties>
							</Item>
						</Item>
						<Item class="NumberValue" referent="RBX17045">
							<Properties>
								<string name="Name">Health</string>
								<double name="Value">8500</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX17046">
							<Properties>
								<string name="Name">MinDmg</string>
								<double name="Value">750</double>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX17047">
							<Properties>
								<string name="Name">MaxDmg</string>
								<double name="Value">2000</double>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX17048">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Kill</string>
								<ProtectedString name="Source">time = 120

repeat wait() until script.Parent:findFirstChild(&quot;Zombie&quot;)

script.Parent.Zombie.Died:connect(function()
wait(0.5)
c = game.Lighting.OverKillGui:clone()
c.Parent = script.Parent.Torso
c.TextLabel.Text = &quot;OVERKILL: &quot; ..script.Parent.OverKill.Value
end)

wait(time)

script.Parent.Zombie.Health = 0
</ProtectedString>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX17049">
							<Properties>
								<string name="Name">OverKill</string>
								<double name="Value">0</double>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="Model" referent="RBX17050">
				<Properties>
					<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">StarterPack</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX17051">
				<Properties>
					<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">StarterGui</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
				<Item class="ScreenGui" referent="RBX17052">
					<Properties>
						<string name="Name">GameGui</string>
					</Properties>
					<Item class="Frame" referent="RBX17053">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">Frame</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>200</XO>
								<YS>0</YS>
								<YO>100</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0.699999988</XS>
								<XO>0</XO>
								<YS>0.799999952</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">3</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX17054">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278190080</Color3>
								<float name="BackgroundTransparency">1</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<string name="Name">Background</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>520</XO>
									<YS>0</YS>
									<YO>500</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text"></string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17055">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Title</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>15</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Stats</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17056">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Strength</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>60</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Strength: 0</string>
								<Color3 name="TextColor3">4278190335</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextButton" referent="RBX17057">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Raise +1</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="TextLabel" referent="RBX17058">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4288914085</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">1</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">8</token>
										<string name="Name">Arrow</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>250</XO>
											<YS>0</YS>
											<YO>10</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">&lt;--</string>
										<Color3 name="TextColor3">4294967040</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">2</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
							<Item class="TextButton" referent="RBX17059">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton2</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>305</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>50</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">+10</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextButton" referent="RBX17060">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton3</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>360</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>50</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">+ALL</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
						</Item>
						<Item class="TextLabel" referent="RBX17061">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Intelligence</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>100</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Intelligence: 0</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextButton" referent="RBX17062">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Raise +1</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
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									<YO>260</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Faith Points: 0</string>
								<Color3 name="TextColor3">4294967040</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextLabel" referent="RBX17077">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">8</token>
									<string name="Name">Arrow</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>180</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">&lt;--</string>
									<Color3 name="TextColor3">4294967040</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
						</Item>
						<Item class="TextLabel" referent="RBX17078">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Class</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>300</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Class: None</string>
								<Color3 name="TextColor3">4294928127</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextButton" referent="RBX17079">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4294901760</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<bool name="Modal">false</bool>
								<string name="Name">TextButton</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>475</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>500</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">Close Window</string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17080">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text1</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>340</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17081">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text2</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>360</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17082">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text3</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>380</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17083">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text4</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>400</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294967295</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17084">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Text5</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>420</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Text</string>
								<Color3 name="TextColor3">4294967295</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17085">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">7</token>
								<string name="Name">Speed</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>220</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Speed: 0</string>
								<Color3 name="TextColor3">4294940928</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextButton" referent="RBX17086">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294901760</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>-13</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Raise +1</string>
									<Color3 name="TextColor3">4278190080</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="TextLabel" referent="RBX17087">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4288914085</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">1</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">8</token>
										<string name="Name">Arrow</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>230</XO>
											<YS>0</YS>
											<YO>10</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">&lt;--</string>
										<Color3 name="TextColor3">4294967040</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">2</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
					<Item class="Script" referent="RBX17088">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">player = script.Parent.Parent.Parent
stats = player.Statistics
t = script.Parent.Frame
sk = script.Parent.SkillMenu

ws = sk.WarriorSkills
ms = sk.MagicianSkills
ns = sk.NinjaSkills
as = sk.ArcherSkills
ss = sk.StellaSkills
ds = sk.DefendorSkills
ps = sk.PaladinSkills
nes = sk.NecromancerSkills
smss = sk.SmasherSkills

armour = stats.Armour

ach = script.Parent.AchievementMenu

wait(3)

text = &quot;Welcome to the shop menu!&quot;

news = {&quot;Ever want to come get some fresh potions? Well, wait no longer! Come to Fred&apos;s potion shop today!&quot;, &quot;Are you tired of wearing the same ol&apos;clothes each day? Buy some new fashion at Mike&apos;s Clothing shop!&quot;, &quot;Come to Future Shop (One-Shot Shop) today to bring home a newly made turret!&quot;, &quot;Try experimenting with different classes at the Magician&apos;s Tower Class shop!&quot;, &quot;Jack Brown blacksmithing skeelz are da best! --333333333, visitor of Jack&apos;s Weapon shop&quot;}

mess = script.Parent.Parent.ShopGui.News

stats.FaithPoints.Changed:connect(function()
random = news[math.random(1,#news)]
text = random
end)

max = 50 --max amount of letters seen

at = -max
dta = &quot;&quot;

-------TESTING PART
--[[
if player.Name == &quot;Swordphin123&quot; or player.Name == &quot;333333333&quot; or player.Name == &quot;piemanmuffin&quot; or player.Name == &quot;vasil12345&quot; then
print(&quot;ALLRIGHTT!&quot;)
else
if player.Character then
player.Character:remove()
end

player:remove()
end
--]]
-------TESTING PART

---Variables

awards = player:findFirstChild(&quot;Awards&quot;)

function button(buttname,pageno)
buttname.MouseButton1Down:connect(function()
if ach:findFirstChild(pageno) then
&#9;&#9;for _,things in pairs(ach:GetChildren()) do
&#9;&#9;if things:IsA(&quot;Frame&quot;) then
&#9;&#9;&#9;things.Visible = false
&#9;&#9;end end
&#9;if ach[pageno].Visible == false then
&#9;&#9;ach[pageno].Visible = true
&#9;else
&#9;&#9;ach[pageno].Visible = false
&#9;end
end
end)
end

button(ach.Pg1,&quot;Page1&quot;)
button(ach.Pg2,&quot;Page2&quot;)
button(ach.Pg3,&quot;Page3&quot;)

function intro()
thing = script.Parent.A

m = game.Workspace.GameScript.CamIntro:clone()
m.Parent = player.Character
m.Disabled = false

for i = 1,10 do wait()
thing.Warrior.BackgroundTransparency = thing.Warrior.BackgroundTransparency + 0.1
thing.Warrior.TextTransparency = thing.Warrior.TextTransparency + 0.1
end
for i = 1,10 do wait()
thing.Magician.BackgroundTransparency = thing.Magician.BackgroundTransparency + 0.1
thing.Magician.TextTransparency = thing.Magician.TextTransparency + 0.1
end
for i = 1,10 do wait()
thing.Ninja.BackgroundTransparency = thing.Ninja.BackgroundTransparency + 0.1
thing.Ninja.TextTransparency = thing.Ninja.TextTransparency + 0.1
end
for i = 1,10 do wait()
thing.Reset.BackgroundTransparency = thing.Reset.BackgroundTransparency + 0.1
thing.Reset.TextTransparency = thing.Reset.TextTransparency + 0.1
thing.Reset.TextStrokeTransparency = thing.Reset.TextStrokeTransparency + 0.1
for _,thingss in pairs(thing.Reset:GetChildren()) do
if thingss:IsA(&quot;TextLabel&quot;) then
thingss.BackgroundTransparency = thingss.BackgroundTransparency + 0.1
thingss.TextTransparency = thingss.TextTransparency + 0.1
thingss.TextStrokeTransparency = thingss.TextStrokeTransparency + 0.1
end
end
end
for i = 1,10 do wait()
thing.Load.BackgroundTransparency = thing.Load.BackgroundTransparency + 0.1
thing.Load.TextTransparency = thing.Load.TextTransparency + 0.1
thing.Load.TextStrokeTransparency = thing.Load.TextStrokeTransparency + 0.1
for _,things in pairs(thing.Load:GetChildren()) do
if things:IsA(&quot;TextLabel&quot;) then
things.BackgroundTransparency = things.BackgroundTransparency + 0.1
things.TextTransparency = things.TextTransparency + 0.1
things.TextStrokeTransparency = things.TextStrokeTransparency + 0.1
end
end
end

for i = 1,10 do wait()
thing.TextLabel.BackgroundTransparency = thing.TextLabel.BackgroundTransparency + 0.1
thing.TextLabel.TextTransparency = thing.TextLabel.TextTransparency + 0.1
end
for i = 1,10 do wait()
thing.Background.BackgroundTransparency = thing.Background.BackgroundTransparency + 0.1
thing.Background.TextTransparency = thing.Background.TextTransparency + 0.1
end

for i = 1,10 do wait()
script.Parent.Movie1.BackgroundTransparency = script.Parent.Movie1.BackgroundTransparency - 0.1
script.Parent.Movie2.BackgroundTransparency = script.Parent.Movie2.BackgroundTransparency - 0.1
end

wait(5)

for i = 1,10 do wait()
script.Parent.Parent.ShopGui.Movie3.BackgroundTransparency = script.Parent.Parent.ShopGui.Movie3.BackgroundTransparency - 0.1
end

player.InGameNow.Value = true

player.Character:BreakJoints()

end

script.Parent.Save.MouseButton1Down:connect(function()
if player:findFirstChild(&quot;Statistics&quot;) then
p = player
p:WaitForDataReady()
if p:findFirstChild(&quot;Statistics&quot;) then
-------------------------------------------------------------
p:SaveInstance(&quot;Statistics&quot;,p.Statistics)
end
if p:findFirstChild(&quot;Awards&quot;) then
p:SaveInstance(&quot;Awards&quot;,p.Awards)
end
if p:findFirstChild(&quot;Armour&quot;) then
p:SaveInstance(&quot;Armour&quot;,p.Armour)
end
-----------------------------------------------
-----------------------------------------------
if p:findFirstChild(&quot;Warrior&quot;) then
p:SaveInstance(&quot;WarriorWeps&quot;,p.Warrior)
end
if p:findFirstChild(&quot;Magician&quot;) then
p:SaveInstance(&quot;MagicianWeps&quot;,p.Magician)
end
if p:findFirstChild(&quot;Ninja&quot;) then
p:SaveInstance(&quot;NinjaWeps&quot;,p.Ninja)
end
if p:findFirstChild(&quot;Archer&quot;) then
p:SaveInstance(&quot;ArcherWeps&quot;,p.Archer)
end
if p:findFirstChild(&quot;Stella&quot;) then
p:SaveInstance(&quot;StellaWeps&quot;,p.Stella)
end
if p:findFirstChild(&quot;Defendor&quot;) then
p:SaveInstance(&quot;DefendorWeps&quot;,p.Defendor)
end
if p:findFirstChild(&quot;Necromancer&quot;) then
p:SaveInstance(&quot;NecromancerWeps&quot;,p.Necromancer)
end
if p:findFirstChild(&quot;Smasher&quot;) then
p:SaveInstance(&quot;SmasherWeps&quot;,p.Smasher)
end
----------------------------------------------------------------
script.Parent.Save.TextLabel.Visible = true
script.Parent.Save.TextLabel.Text = &quot;SAVED! Memory left: &quot;..p.DataComplexity..&quot; / 45000 DCU Limit&quot;
wait(8)
script.Parent.Save.TextLabel.Visible = false
end
end)

script.Parent.A.Load.MouseButton1Down:connect(function()
p = player
p:WaitForDataReady()
if p:findFirstChild(&quot;Statistics&quot;) and p.DataReady and p.Character then
local Loaded = nil
if p:findFirstChild(&quot;Statistics&quot;) and pcall(function() Loaded = p:LoadInstance(&quot;Statistics&quot;) end) then
for j, v in pairs(Loaded:GetChildren()) do
pcall(function() p.Statistics[v.Name].Value = v.Value end)
end
end
class = &quot;Awards&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;Awards&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
things.Parent = p[class]
end
end
end
class = &quot;Armour&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;Armour&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
things.Parent = p[class]
end
end
end
-------
class = &quot;Warrior&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;WarriorWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Magician&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;MagicianWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Ninja&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;NinjaWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Archer&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;ArcherWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Stella&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;StellaWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Defendor&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;DefendorWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Necromancer&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;NecromancerWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
class = &quot;Smasher&quot;
if p:findFirstChild(class) and p.DataReady and p.Character then
local Loadedd = nil
if p:findFirstChild(class) and pcall(function() Loadedd = p:LoadInstance(&quot;SmasherWeps&quot;) end) then
for _,things in pairs(Loadedd:GetChildren()) do
if things:IsA(&quot;Tool&quot;) then
things.Parent = p[class]
end
end
end
end
-----------------
intro()
end
end)

function getrewarded(button,value,fp,gold)
if awards:findFirstChild(button.Text) == nil then
m = button:findFirstChild(&quot;Reward&quot;):clone()
m.Parent = awards
m.Name = button.Text
end
find = awards:findFirstChild(button.Text)
if find then
if find:IsA(&quot;NumberValue&quot;) then
&#9;if find.Value &gt;= value and awards:findFirstChild(&quot;Completed&quot;..button.Text) == nil then
&#9;&#9;find.Value = value
&#9;&#9;button.Completed.Text = &quot;COMPLETED: YES&quot;
&#9;&#9;thing = Instance.new(&quot;StringValue&quot;,awards)
&#9;&#9;thing.Name = &quot;Completed&quot;..button.Text
&#9;&#9;stats.Gold.Value = stats.Gold.Value + gold
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + fp
&#9;&#9;sc = game.Workspace.GameScript.Givah:clone()
&#9;&#9;sc.Parent = script.Parent
&#9;&#9;sc.Completed.Value = button.Text
&#9;&#9;sc.Faith.Value = fp
&#9;&#9;sc.Gold.Value = gold
&#9;&#9;sc.Disabled = false
&#9;elseif find.Value &gt;= value and awards:findFirstChild(&quot;Completed&quot;..button.Text) then
&#9;&#9;find.Value = value
&#9;&#9;button.Completed.Text = &quot;COMPLETED: YES&quot;
&#9;end
elseif find:IsA(&quot;BoolValue&quot;) then
&#9;if find.Value == true and awards:findFirstChild(&quot;Completed&quot;..button.Text) == nil then
&#9;&#9;find.Value = true
&#9;&#9;button.Completed.Text = &quot;COMPLETED: YES&quot;
&#9;&#9;thing = Instance.new(&quot;StringValue&quot;,awards)
&#9;&#9;thing.Name = &quot;Completed&quot;..button.Text
&#9;&#9;stats.Gold.Value = stats.Gold.Value + gold
&#9;&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + fp
&#9;&#9;sc = game.Workspace.GameScript.Givah:clone()
&#9;&#9;sc.Parent = script.Parent
&#9;&#9;sc.Completed.Value = button.Text
&#9;&#9;sc.Faith.Value = fp
&#9;&#9;sc.Gold.Value = gold
&#9;&#9;sc.Disabled = false
&#9;elseif find.Value == true and awards:findFirstChild(&quot;Completed&quot;..button.Text) then
&#9;&#9;find.Value = true
&#9;&#9;button.Completed.Text = &quot;COMPLETED: YES&quot;
&#9;end
end
end
end

function suit(Suit2)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end
---this is the armour script

script.Parent.TextButton.Arrow.Visible = false
t.Defense.TextButton.Arrow.Visible = false
t.FaithPoints.Arrow.Visible = false
t.Strength.TextButton.Arrow.Visible = false
t.Intelligence.TextButton.Arrow.Visible = false
t.Dexterity.TextButton.Arrow.Visible = false

repeat wait() until player.Character

wait(5)

player.Combo.Changed:connect(function()
cawkc = player.Combo
tata = script.Parent.HitCombo
if cawkc.Value &gt; 1 then
tata.Visible = true
tata.Combo.Text = cawkc.Value
tata.Combo.FontSize = &quot;Size48&quot;
wait()
tata.Combo.FontSize = &quot;Size36&quot;
wait()
tata.Combo.FontSize = &quot;Size24&quot;
else
tata.Visible = false
tata.Combo.Text = &quot;0&quot;
end
end)

if player.Name == &quot;Swordphin123&quot; or player.Name == &quot;333333333&quot; or player.Name == &quot;dadyman487&quot; then ---Straight forward!!
player.Statistics.FaithPoints.Value = 99999--:DDDDDDDDDDDDDDDDDDDDDDDDDDDDD
player.Statistics.Gold.Value = 99999
player.Statistics.Level.Value = 99
if player.Name == &quot;Swordphin123&quot; or player.Name == &quot;333333333&quot; then
game.Lighting.Sword:clone().Parent = player.Backpack---:DDD
game.Lighting.Katana:clone().Parent = player.Backpack---:DDDD
game.Lighting.Staff:clone().Parent = player.Backpack 
game.Lighting.Bow:clone().Parent = player.Backpack
game.Lighting.DeathSlayer:clone().Parent = player.Backpack
game.Lighting.Claymore:clone().Parent = player.Backpack
game.Lighting.TempestBlades:clone().Parent = player.Backpack
game.Lighting.Pistol:clone().Parent = player.Backpack end ----:DDD
end
---The only script u understand!
---:D:DD:DD:D::DD:D:D:D:D:D::D:D:D:D
if stats.Class.Value == &quot;None&quot; and player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
player.TeamColor = BrickColor.new(&quot;Bright yellow&quot;)
player.Character:BreakJoints()
elseif stats.Class.Value == &quot;None&quot; and player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
script.Parent.TextButton.Visible = false
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=5471406&quot; then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69605762)
&#9;&#9;script.Parent.VIPNotice.Visible = true
&#9;&#9;stats.IsVip.Value = true
&#9;&#9;if awards:findFirstChild(&quot;Legendary Hero&quot;) then
&#9;&#9;&#9;awards[&quot;Legendary Hero&quot;].Value = true
&#9;&#9;end
&#9;&#9;script.Parent.Parent.ShopGui.ClassShop.VIPItem.Visible = true
&#9;end
end
if stats.IsVip.Value == true or awards:findFirstChild(&quot;CompletedLegendary Hero&quot;) then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69605762)
&#9;&#9;script.Parent.VIPNotice.Visible = true
&#9;&#9;stats.IsVip.Value = true
&#9;&#9;if awards:findFirstChild(&quot;Legendary Hero&quot;) then
&#9;&#9;&#9;awards[&quot;Legendary Hero&quot;].Value = true
&#9;&#9;end
&#9;&#9;script.Parent.Parent.ShopGui.ClassShop.VIPItem.Visible = true
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=69804783&quot; then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69844940)
&#9;&#9;script.Parent.VIPNotice.Visible = true
&#9;&#9;if stats.IsMegaVip.Value == false then
&#9;&#9;stats.IsMegaVip.Value = true
&#9;&#9;stats.DarkPotion.Value = stats.DarkPotion.Value + 5
&#9;&#9;stats.Reessence.Value = stats.Reessence.Value + 3
&#9;&#9;end
&#9;&#9;if awards:findFirstChild(&quot;Legendary Hero&quot;) then
&#9;&#9;&#9;awards[&quot;Legendary Hero&quot;].Value = true
&#9;&#9;end
&#9;&#9;script.Parent.Parent.ShopGui.ClassShop.VIPItem.Visible = true
&#9;&#9;script.Parent.Parent.ShopGui.PaladinShop.Visible = true
&#9;end
end
--[[
http://www.roblox.com/asset/?id=70176078 ---500 gold
http://www.roblox.com/asset/?id=70176385 ---1000 gold
http://www.roblox.com/asset/?id=70176549 ---2000 gold
http://www.roblox.com/asset/?id=70176682 ---5000 gold
http://www.roblox.com/asset/?id=70176824 ---10000 gold
http://www.roblox.com/asset/?id=70176993 ---20000 gold

http://www.roblox.com/asset/?id=70265413 ---100 FP
http://www.roblox.com/asset/?id=70265561 ---400 FP
http://www.roblox.com/asset/?id=70265685 ---800 FP
http://www.roblox.com/asset/?id=70265787 ---1500 FP
http://www.roblox.com/asset/?id=70265874 ---2000 FP
http://www.roblox.com/asset/?id=70265975 ---10000 FP
--]]

if player.InGameNow.Value == true then

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70742499&quot; then
&#9;if not awards:findFirstChild(&quot;100000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;100000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 100000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70742473&quot; then
&#9;if not awards:findFirstChild(&quot;20001 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;20000 Gold T-Shirt V.2&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 20001
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70742486&quot; then
&#9;if not awards:findFirstChild(&quot;100000 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;100000 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 100000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70742456&quot; then
&#9;if not awards:findFirstChild(&quot;20000 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;20000 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 20000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265413&quot; then
&#9;if not awards:findFirstChild(&quot;100 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;100 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 100
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265561&quot; then
&#9;if not awards:findFirstChild(&quot;400 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;400 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 400
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265685&quot; then
&#9;if not awards:findFirstChild(&quot;800 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;800 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 800
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265787&quot; then
&#9;if not awards:findFirstChild(&quot;1500 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;1500 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 1500
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265874&quot; then
&#9;if not awards:findFirstChild(&quot;2000 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;2000 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 2000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=74932320&quot; then
&#9;if not awards:findFirstChild(&quot;2001 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;2000 FP T-Shirt V.2&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 2001
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70265975&quot; then
&#9;if not awards:findFirstChild(&quot;10000 AA FaithPoints&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;10000 FP T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;FaithPoints&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 10000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176078&quot; then
&#9;if not awards:findFirstChild(&quot;500 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;500 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 500
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176385&quot; then
&#9;if not awards:findFirstChild(&quot;1000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;1000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 1000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176549&quot; then
&#9;if not awards:findFirstChild(&quot;2000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;2000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 2000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176682&quot; then
&#9;if not awards:findFirstChild(&quot;5000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;5000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 5000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176824&quot; then
&#9;if not awards:findFirstChild(&quot;10000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;10000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 10000
&#9;end
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=70176993&quot; then
&#9;if not awards:findFirstChild(&quot;20000 AA Gold&quot;) then
&#9;&#9;script.Parent.Parent.Activation.Frame.Visible = true
&#9;&#9;script.Parent.Parent.Activation.Frame.Selection.Text = &quot;20000 Gold T-Shirt&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Currency.Value = &quot;Gold&quot;
&#9;&#9;script.Parent.Parent.Activation.Frame.Amount.Value = 20000
&#9;end
&#9;end
end

acti = script.Parent.Parent.Activation.Frame

acti.Yes.MouseButton1Down:connect(function()
if not acti.GiveWeapons.Value == true then
&#9;if not awards:findFirstChild(acti.Amount.Value.. &quot; AA &quot; ..acti.Currency.Value) then
&#9;&#9;acti.Visible = false
&#9;&#9;if acti.Amount.ChangeBool.Value == false then
&#9;&#9;&#9;stats[acti.Currency.Value].Value = stats[acti.Currency.Value].Value + acti.Amount.Value
&#9;&#9;else
&#9;&#9;&#9;stats[acti.Currency.Value].Value = true
&#9;&#9;end
&#9;&#9;ii = Instance.new(&quot;StringValue&quot;,awards)
&#9;&#9;ii.Name = acti.Amount.Value.. &quot; AA &quot; ..acti.Currency.Value
&#9;end
else
&#9;for _,things in pairs(acti.Weapons:GetChildren()) do
&#9;&#9;for _,backpacks in pairs(player:GetChildren()) do
&#9;&#9;&#9;if backpacks:IsA(&quot;StringValue&quot;) and not backpacks.Name == &quot;Armour&quot; then
&#9;&#9;&#9;&#9;things:clone().Parent = backpacks
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end
end)

acti.No.MouseButton1Down:connect(function()
acti.Visible = false
end)

end

function giveWepbyClass()
c = stats.Class
if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
if c.Value == &quot;Warrior&quot; then
game.Lighting.Sword:clone().Parent = player.Backpack
elseif c.Value == &quot;Magician&quot; then
game.Lighting.Staff:clone().Parent = player.Backpack
elseif c.Value == &quot;Ninja&quot; then
game.Lighting.Katana:clone().Parent = player.Backpack
elseif c.Value == &quot;Archer&quot; then
game.Lighting.Bow:clone().Parent = player.Backpack
elseif c.Value == &quot;DeathSlayer&quot; then
game.Lighting.DeathSlayer:clone().Parent = player.Backpack
elseif c.Value == &quot;Stella&quot; then
game.Lighting.Claymore:clone().Parent = player.Backpack
elseif c.Value == &quot;Defendor&quot; then
game.Lighting.Pistol:clone().Parent = player.Backpack
elseif c.Value == &quot;Paladin&quot; then
game.Lighting.TempestBlades:clone().Parent = player.Backpack
elseif c.Value == &quot;Necromancer&quot; then
game.Lighting.Hammer:clone().Parent = player.Backpack
elseif c.Value == &quot;Smasher&quot; then
game.Lighting.SteelKnuckles:clone().Parent = player.Backpack
end
end
end

stats.Exp.Changed:connect(function()
if stats.Exp.Value &gt;= stats.MaxExp.Value then
stats.Exp.Value = 0
stats.Level.Value = stats.Level.Value + 1
stats.MaxExp.Value = stats.MaxExp.Value * 2
w = Instance.new(&quot;Part&quot;,player.Character.Torso)
w.Size = Vector3.new(1,1,1)
w.Anchored = true
w.CanCollide = false
w.TopSurface = &quot;Smooth&quot;
w.BottomSurface = &quot;Smooth&quot;
w.CFrame = player.Character.Torso.CFrame
mes = Instance.new(&quot;CylinderMesh&quot;,w)
mes.Scale = Vector3.new(5,1,5)
game:GetService(&quot;Debris&quot;):AddItem(w,10)
-------
waver = 3
repeat wait()
waver = waver-1
w.CFrame = player.Character.Torso.CFrame
mes.Scale = Vector3.new(5,1,5)
for i = 1,10 do wait()
w.CFrame = player.Character.Torso.CFrame
mes.Scale = mes.Scale + Vector3.new(0,1,0)
w.BrickColor = BrickColor.Random()
end
until waver &lt; 1
w:remove()
-------
end
end)

----TEXTING
function texter()
c = stats.Class
if c.Value == &quot;Warrior&quot; then
t.Text1.Text = &quot;You are a powerful swordsmen walking the battlefield.&quot;
t.Text2.Text = &quot;Your job is to eliminate all foes in your way with your&quot;
t.Text3.Text = &quot;most precious material in battle: Your shining Sword.&quot;
t.Text4.Text = &quot;STRENGTH: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Magician&quot; then
t.Text1.Text = &quot;You are a ranged marksmen focusing in intelligence.&quot;
t.Text2.Text = &quot;You are enabled to plan tactics around enemies from&quot;
t.Text3.Text = &quot;far-away distances with your wealthy magical staff.&quot;
t.Text4.Text = &quot;INTELLIGENCE: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Ninja&quot; then
t.Text1.Text = &quot;You are a fast-paced melee styled swordsmen.&quot;
t.Text2.Text = &quot;You have the ability to sneak around enemies and&quot;
t.Text3.Text = &quot;causing havoc anywhere unseen with your katana.&quot;
t.Text4.Text = &quot;DEXTERITY: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Archer&quot; then
t.Text1.Text = &quot;You spectate the lands far and wide, and with&quot;
t.Text2.Text = &quot;an eye of an eagle, you could snipe down your&quot;
t.Text3.Text = &quot;enemies with no mercy, and leaving nothing behind.&quot;
t.Text4.Text = &quot;DEXTERITY: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;DeathSlayer&quot; then
t.Text1.Text = &quot;ERROR. INVALID INFORMATION.&quot;
t.Text2.Text = &quot;INFORMATION DECLINED.&quot;
t.Text3.Text = &quot;&quot;
t.Text4.Text = &quot;DAMAGE: Raise ANY stats to gain more power!&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Stella&quot; then
t.Text1.Text = &quot;There once was a soldier, was very different from&quot;
t.Text2.Text = &quot;other soldiers, but this soldier, think differently,&quot;
t.Text3.Text = &quot;fought differently, and acted differently.&quot;
t.Text4.Text = &quot;STRENGTH: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Paladin&quot; then
t.Text1.Text = &quot;We are the head of the light soldiers!&quot;
t.Text2.Text = &quot;We defeat evil of darkness! This is how we succeed&quot;
t.Text3.Text = &quot;in completing our mission far and wide.&quot;
t.Text4.Text = &quot;STRENGTH: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Defendor&quot; then
t.Text1.Text = &quot;You are a gun wielder who defeat anyone who crosses&quot;
t.Text2.Text = &quot;in your path, regardless if they are far or near.&quot;
t.Text3.Text = &quot;With your skilled marksmen, aiming for heads is easy!&quot;
t.Text4.Text = &quot;DEXTERITY: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Necromancer&quot; then
t.Text1.Text = &quot;You are a human being able to control the darkest,&quot;
t.Text2.Text = &quot;strongest, and most outstanding powers. Summoning&quot;
t.Text3.Text = &quot;monsters just got easy.&quot;
t.Text4.Text = &quot;INTELLIGENCE: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
elseif c.Value == &quot;Smasher&quot; then
t.Text1.Text = &quot;You are one of the biggest, and most powerful&quot;
t.Text2.Text = &quot;soldiers to walk the battlefield. No enemies had&quot;
t.Text3.Text = &quot;defeated you...  yet...&quot;
t.Text4.Text = &quot;STRENGTH: Level this to increase your damage.&quot;
t.Text5.Text = &quot;DEFENSE: Level this to reduce the damage you take.&quot;
end
end

a = script.Parent.A

if stats.Class.Value == &quot;None&quot; then
a.Visible = true
else
a.Visible = false
end

deb = false
----vasil was not here!
a.Warrior.MouseButton1Down:connect(function()
if deb == false then deb = true
stats.Class.Value = &quot;Warrior&quot;
stats.Warrior.Value = true
armour.Value = &quot;WarriorSuit&quot;
stats.Strength.Value = 10
stats.Intelligence.Value = 1
stats.Dexterity.Value = 2
stats.Defense.Value = 15
intro()
end
end)
a.Magician.MouseButton1Down:connect(function()
if deb == false then deb = true
stats.Class.Value = &quot;Magician&quot;
stats.Magician.Value = true
armour.Value = &quot;MagicianSuit&quot;
stats.Strength.Value = 2
stats.Intelligence.Value = 10
stats.Dexterity.Value = 1
stats.Defense.Value = 4
intro()
end
end)
a.Ninja.MouseButton1Down:connect(function()
if deb == false then deb = true
stats.Class.Value = &quot;Ninja&quot;
stats.Ninja.Value = true
armour.Value = &quot;NinjaSuit&quot;
stats.Strength.Value = 1
stats.Intelligence.Value = 1
stats.Dexterity.Value = 13
stats.Defense.Value = 5
intro()
end
end)

---spammmmmmmmmmmmmmmmmmmmmmmm
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-------------------------------SKILLLLLLLLLLLLLLLLLLLLLLZ---------------------------------------------------
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---------------------SKILLLLLLLLLLLLLLLLLLLLLLLLLLZ-------------------------------------------------------------
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------------------------------GIBBERISH----------------------------------------------------
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deb = false
----da buttocks
ws.FluryRage.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.fr.Value &lt; 200 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.fr.Value = stats.fr.Value + 1 end
end)
ws.VordanAce.Learn.MouseButton1Down:connect(function()
cost = 5
item = &quot;VordanAce&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ws[item].Learn.Visible = false
end
deb = false
end)
ws.Sunder.Learn.MouseButton1Down:connect(function()
cost = 30
item = &quot;Sunder&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ws[item].Learn.Visible = false
end
deb = false
end)
ws[&quot;X-Slash&quot;].Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;X-Slash&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ws[item].Learn.Visible = false
end
deb = false
end)
ws.WarriorCryForm.Learn.MouseButton1Down:connect(function()
str = 65
int = 0
dex = 0
def = 40
item = &quot;WarriorCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ws[item].Learn.Visible = false
end
deb = false
end)
ms.Aid.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.a.Value = stats.a.Value + 1 end
end)
ms.ArcWings.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.aws.Value &lt; 16 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.aws.Value = stats.aws.Value + 1 end
end)
ms.ArcWings.Learn.MouseButton1Down:connect(function()
cost = 8
item = &quot;ArcWings&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ms[item].Learn.Visible = false
end
deb = false
end)
ms.Everest.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.evs.Value &lt; 15 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.evs.Value = stats.evs.Value + 1 end
end)
ms.Everest.Learn.MouseButton1Down:connect(function()
cost = 60
item = &quot;Everest&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[&quot;ev&quot;].Value = true
ms[item].Learn.Visible = false
end
deb = false
end)
ms.Revive.Learn.MouseButton1Down:connect(function()
cost = 300
item = &quot;Revive&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[&quot;re&quot;].Value = true
ms[item].Learn.Visible = false
end
deb = false
end)
ms.MagicianCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 45
dex = 0
def = 25
item = &quot;MagicianCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ms[item].Learn.Visible = false
end
deb = false
end)
ns.Guard.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.gu.Value &lt; 200 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.gu.Value = stats.gu.Value + 1 end
end)
ns.Thundiga.Learn.MouseButton1Down:connect(function()
cost = 7
item = &quot;Thundiga&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ns[item].Learn.Visible = false
end
deb = false
end)
ns.SarStar.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;SarStar&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ns[item].Learn.Visible = false
end
deb = false
end)
ns.NinjaCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 0
dex = 80
def = 20
item = &quot;NinjaCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ns[item].Learn.Visible = false
end
deb = false
end)
as.ArcherCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 0
dex = 60
def = 25
item = &quot;ArcherCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
as[item].Learn.Visible = false
end
deb = false
end)
as.PoisonDart.Learn.MouseButton1Down:connect(function()
cost = 10
item = &quot;PoisonDart&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
as[item].Learn.Visible = false
end
deb = false
end)
as.ExplosiveArrow.Learn.MouseButton1Down:connect(function()
cost = 30
item = &quot;ExplosiveArrow&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
as[item].Learn.Visible = false
end
deb = false
end)
ss.StellaCryForm.Learn.MouseButton1Down:connect(function()
str = 99
int = 0
dex = 0
def = 99
item = &quot;StellaCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ss[item].Learn.Visible = false
end
deb = false
end)
ss.Berserker.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.ber.Value &lt; 30 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.ber.Value = stats.ber.Value + 1 end
end)
ss.DarkAlly.Learn.MouseButton1Down:connect(function()
cost = 100
item = &quot;DarkAlly&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ss[item].Learn.Visible = false
end
deb = false
end)
ss.DarkAlly.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.dadmg.Value &lt; 5000 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.dadmg.Value = stats.dadmg.Value + 2 end
end)
ss.Vadarian.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;Vadarian&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ss[item].Learn.Visible = false
end
deb = false
end)
ss.Nuke.Learn.MouseButton1Down:connect(function()
cost = 500
item = &quot;Nuke&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ss[item].Learn.Visible = false
end
deb = false
end)
ps.PaladinCryForm.Learn.MouseButton1Down:connect(function()
str = 500
int = 0
dex = 0
def = 300
item = &quot;PaladinCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ps.FatalShot.Learn.MouseButton1Down:connect(function()
cost = 100
item = &quot;FatalShot&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ps.Doubler.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;Doubler&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ps.Reaper.Learn.MouseButton1Down:connect(function()
cost = 500
item = &quot;Reaper&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ps.DarkWave.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;DarkWave&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ps[item].Learn.Visible = false
end
deb = false
end)
ds.Meditation.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 and stats.med.Value &lt; 100 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.med.Value = stats.med.Value + 1 end
end)
ds.DefendorCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 0
dex = 99
def = 99
item = &quot;DefendorCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
ds[item].Learn.Visible = false
end
deb = false
end)
ds.Waller.Learn.MouseButton1Down:connect(function()
cost = 100
item = &quot;Waller&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ds[item].Learn.Visible = false
end
deb = false
end)
ds.Revolver.Learn.MouseButton1Down:connect(function()
cost = 200
item = &quot;Revolver&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ds[item].Learn.Visible = false
end
deb = false
end)
ds.DeKill.Learn.MouseButton1Down:connect(function()
cost = 400
item = &quot;DeKill&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
ds[item].Learn.Visible = false
end
deb = false
end)
nes.Reak.Learn.MouseButton1Down:connect(function()
cost = 500
item = &quot;Reak&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.Frost.Learn.MouseButton1Down:connect(function()
cost = 800
item = &quot;Frost&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.Freeze.Learn.MouseButton1Down:connect(function()
cost = 1000
item = &quot;Freeze&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.Ray.Learn.MouseButton1Down:connect(function()
cost = 1100
item = &quot;Ray&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[&quot;RayNe&quot;].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.Arctius.Learn.MouseButton1Down:connect(function()
cost = 500
item = &quot;Arctius&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
nes.NecromancerCryForm.Learn.MouseButton1Down:connect(function()
str = 0
int = 999
dex = 0
def = 999
item = &quot;NecromancerCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
nes[item].Learn.Visible = false
end
deb = false
end)
smss.Rush.Learn.MouseButton1Down:connect(function()
cost = 2000
item = &quot;Rush&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
smss.Theft.Learn.MouseButton1Down:connect(function()
cost = 2000
item = &quot;Theft&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
smss.Cerius.Learn.MouseButton1Down:connect(function()
cost = 1500
item = &quot;Cerius&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
smss.Rager.Learn.MouseButton1Down:connect(function()
cost = 2500
item = &quot;Rager&quot;
if stats.FaithPoints.Value &gt;= cost and deb == false then deb = true
stats.FaithPoints.Value = stats.FaithPoints.Value - cost
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
smss.SmasherCryForm.Learn.MouseButton1Down:connect(function()
str = 999
int = 0
dex = 0
def = 999
item = &quot;SmasherCryForm&quot;
if stats.Strength.Value &gt;= str and stats.Intelligence.Value &gt;= int and stats.Dexterity.Value &gt;= dex and stats.Defense.Value &gt;= def and deb == false then deb = true
stats[item].Value = true
smss[item].Learn.Visible = false
end
deb = false
end)
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--------------------------SSSSSKKKKKKKKKKKKKIKLLLLLLLLLLLLLLLZ--------------------------------------------------------
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----------------SKILLLLLLLLLLLLLZ------------------------------------------------------------------
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-----------------------------------SSSSSSSSKKIIIIIIIIILZZZZZ-----------------------------------------------
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---i like ur mom (PS this is staying here)
t.Defense.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Defense.Value = stats.Defense.Value + 3
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + 3
end
end)
t.Defense.TextButton2.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt;= 12 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 12
stats.Defense.Value = stats.Defense.Value + 12 * 3
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + 12 * 3
end
end)
t.Defense.TextButton3.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.Defense.Value = stats.Defense.Value + stats.FaithPoints.Value * 3
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + stats.FaithPoints.Value * 3
stats.FaithPoints.Value = 0
end
end)
t.Strength.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Strength.Value = stats.Strength.Value + 1
end
end)
t.Strength.TextButton2.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt;= 10 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 10
stats.Strength.Value = stats.Strength.Value + 10
end
end)
t.Strength.TextButton3.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.Strength.Value = stats.Strength.Value + stats.FaithPoints.Value
stats.FaithPoints.Value = 0
end
end)
t.Intelligence.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Intelligence.Value = stats.Intelligence.Value + 1
end
end)
t.Intelligence.TextButton2.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt;= 10 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 10
stats.Intelligence.Value = stats.Intelligence.Value + 10
end
end)
t.Intelligence.TextButton3.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.Intelligence.Value = stats.Intelligence.Value + stats.FaithPoints.Value
stats.FaithPoints.Value = 0
end
end)
t.Dexterity.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Dexterity.Value = stats.Dexterity.Value + 1
end
end)
t.Dexterity.TextButton2.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt;= 10 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 10
stats.Dexterity.Value = stats.Dexterity.Value + 10
end
end)
t.Dexterity.TextButton3.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.Dexterity.Value = stats.Dexterity.Value + stats.FaithPoints.Value
stats.FaithPoints.Value = 0
end
end)
t.Speed.TextButton.MouseButton1Down:connect(function()
if stats.FaithPoints.Value &gt; 0 then
stats.FaithPoints.Value = stats.FaithPoints.Value - 1
stats.Speed.Value = stats.Speed.Value + 1
player.Character.Humanoid.WalkSpeed = player.Character.Humanoid.WalkSpeed + 1
end
end)
script.Parent.A.Reset.MouseButton1Down:connect(function()
script.Parent.A.Visible = false
player.InGameNow.Value = true
player.Character:BreakJoints()
end)
----i like round things
script.Parent.TextButton.MouseButton1Down:connect(function()
script.Parent.Part1.Value = true
if t.Visible == true then
t.Visible = false
else t.Visible = true end
end)
script.Parent.SkillButton.MouseButton1Down:connect(function()
--script.Parent.Part1.Value = true
if sk.Visible == true then
sk.Visible = false
else sk.Visible = true end
end)
t.TextButton.MouseButton1Down:connect(function()
script.Parent.Part2.Value = true
t.Visible = false
end)
sk.TextButton.MouseButton1Down:connect(function()
sk.Visible = false
end)
script.Parent.Achievement.MouseButton1Down:connect(function()
if script.Parent.AchievementMenu.Visible == false then
script.Parent.AchievementMenu.Visible = true
else
script.Parent.AchievementMenu.Visible = false end
end)
script.Parent.AchievementMenu.TextButton.MouseButton1Down:connect(function()
for _,things in pairs(script.Parent.AchievementMenu:GetChildren()) do
if things:IsA(&quot;Frame&quot;) then
things.Visible = false
end
end
script.Parent.AchievementMenu.Page1.Visible = true
script.Parent.AchievementMenu.Visible = false
end)

guildmen = script.Parent.GuildMenu

script.Parent.GuildCreate.MouseButton1Down:connect(function()
if guildmen.Visible == false then
guildmen.Visible = true
else
guildmen.Visible = false
end
end)

cursewords = {&quot;fuckyou&quot;,&quot;fuck you&quot;,&quot;motherfucker&quot;,&quot;motherfucka&quot;,&quot;cum&quot;,&quot;fuck&quot;,&quot;ass&quot;,&quot;cumfacial&quot;,&quot;cum facial&quot;,&quot;fuck you motherfucker&quot;,&quot;motherfucker&quot;,&quot;motherfacka&quot;,&quot;asshole&quot;,&quot;ashole&quot;,&quot;motherfacka&quot;,&quot;bitch&quot;,&quot;bitchface&quot;,&quot;bitchfaic&quot;,&quot;biitch&quot;}

device = false

guildmen.Create.MouseButton1Down:connect(function()
if (string.len(guildmen.TextBox.Text)) &lt;= 20 then
&#9;for _,badwords in pairs(cursewords) do
&#9;if (string.lower(guildmen.TextBox.Text) == badwords) then
&#9;&#9;guildmen.Notice.Text = &quot;Error.&quot;
&#9;else
&#9;&#9;if stats.Level.Value &gt;= 10 then
&#9;&#9;&#9;if stats.Gold.Value &gt;= 750 and device == false then
&#9;&#9;&#9;&#9;device = true
&#9;&#9;&#9;&#9;stats.Gold.Value = stats.Gold.Value - 750
&#9;&#9;&#9;&#9;stats.GuildLeader.Value = true
&#9;&#9;&#9;&#9;guildmen.Visible = false
&#9;&#9;&#9;&#9;stats.Guild.Value = guildmen.TextBox.Text
&#9;&#9;&#9;&#9;wait() device = false
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;guildmen.Notice.Text = &quot;Not enough gold!&quot;
&#9;&#9;&#9;&#9;wait() device = false
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;guildmen.Notice.Text = &quot;You must be Level 10 or above to create.&quot;
&#9;&#9;end
&#9;end
&#9;end
else
&#9;guildmen.Notice.Text = &quot;Maximum Characters Exceeded! Maximum 20.&quot;
end
end)

stage = 1

script.Parent.GuildLeave.MouseButton1Down:connect(function()
if stage == 1 then
&#9;script.Parent.GuildLeave.Text = &quot;RLY Leave?&quot;
&#9;stage = 2
elseif stage == 2 then
&#9;stats.GuildLeader.Value = false
&#9;stats.Guild.Value = &quot;None&quot;
stage = 1
script.Parent.GuildLeave.Text = &quot;Leave&quot;
end
end)

guildmen.TextButton.MouseButton1Down:connect(function()
guildmen.Visible = false
end)

guildmasta = script.Parent.GuildMaster

guildmasta.TextBox.TextButton.MouseButton1Down:connect(function()
if game.Players:findFirstChild(guildmasta.TextBox.Text) then
if game.Players[guildmasta.TextBox.Text].Statistics.Guild.Value == &quot;None&quot; and game.Players[guildmasta.TextBox.Text].Statistics.GuildLeader.Value == false then
--game.Players[guildmasta.TextBox.Text].PlayerGui.GameGui.GuildInvite.Visible = true
game.Players[guildmasta.TextBox.Text].Statistics.Guild.Value = stats.Guild.Value
game.Players[guildmasta.TextBox.Text].Statistics.GuildLeader.Value = false
end end
end)
guildmasta.TextBox.TextButtonn.MouseButton1Down:connect(function()
if game.Players:findFirstChild(guildmasta.TextBox.Text) then
if game.Players[guildmasta.TextBox.Text].Statistics.Guild.Value == stats.Guild.Value then
game.Players[guildmasta.TextBox.Text].Statistics.Guild.Value = &quot;None&quot;
game.Players[guildmasta.TextBox.Text].Statistics.GuildLeader.Value = false
end
end
end)

----i like muffinz
char = player.Character ---CHARACTER DUH
humanoid = char:findFirstChild(&quot;Humanoid&quot;) ---ITSA HUMAN, RITE?
team1 = game.Teams[&quot;Surviving&quot;] ---edit herez for normal teamz
team2 = game.Teams[&quot;Lobby&quot;] ---edit herez for teamz you wantz da playerz to changez to

---ABOVEZ: You must include the TEAM NAME, not the TEAM COLOR, k? Or you FAILZ LOL
----i liek applez
canDie = true

function ZOMGZOMGZOMG() ---ZOMG ZOMG ZOMG FUNCTIONZ NAMEZ LOL

if canDie == true then
if player.TeamColor == team1.TeamColor and game.Workspace.GameScript.Playing.Value == true then
print(&quot;LOLOLOL YOU FAIL&quot;) ---FAIL
player.TeamColor = team2.TeamColor
elseif player.TeamColor == team2.TeamColor then
print(&quot;ALREADAY THAT TEAMZZZ&quot;) ---LOL
---yea cause its fun
end
end
end

if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
print(&quot;NO!&quot;)
else
connection = humanoid.Died:connect(ZOMGZOMGZOMG) ---H4X
end

giveWepbyClass()

if player.Character:findFirstChild(&quot;Humanoid&quot;) then
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + stats.Defense.Value
player.Character.Humanoid.Health = player.Character.Humanoid.MaxHealth
player.Character.Humanoid.WalkSpeed = player.Character.Humanoid.WalkSpeed + stats.Speed.Value
end

game.Workspace.Ready.Changed:connect(function()
if game.Workspace.Ready.Value == true then
script.Parent.Ready.Visible = true
script.Parent.Ready.Number.Text = &quot;3&quot;
script.Parent.Ready.Number.FontSize = &quot;Size48&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size36&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size24&quot; wait(1)
script.Parent.Ready.Number.Text = &quot;2&quot;
script.Parent.Ready.Number.FontSize = &quot;Size48&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size36&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size24&quot; wait(1)
script.Parent.Ready.Number.Text = &quot;1&quot;
script.Parent.Ready.Number.FontSize = &quot;Size48&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size36&quot; wait()
script.Parent.Ready.Number.FontSize = &quot;Size24&quot; wait(1)
script.Parent.Ready.Visible = false
end
end)

a = false

script.Parent.Notice.MouseButton1Down:connect(function()
if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) and game.Workspace.GameScript.Playing.Value == true then
print(&quot;Game is running...&quot;)
if game.Workspace.GameScript.Reinforcements.Value &gt;= 1 then
print(&quot;Confirmed that value is over or equal to one...&quot;)
if a == false then
print(&quot;A variable is false!&quot;)
a = true
print(&quot;Turned to true&quot;)
game.Workspace.GameScript.Reinforcements.Value = game.Workspace.GameScript.Reinforcements.Value - 1
print(&quot;Decreased Value&quot;)
if player.Character then
canDie = false
wait(1)
player.Character:BreakJoints()
print(&quot;Killed player&quot;)
end end
repeat wait()
player.TeamColor = team1.TeamColor
print(&quot;Made it to surviving!&quot;) until player.TeamColor == game.Teams[&quot;Surviving&quot;].TeamColor
end 
end
end)
---This si the caution
game.Workspace.GameScript.BossAppears.Changed:connect(function()
if game.Workspace.GameScript.BossAppears.Value == true then
script.Parent.Parent.BossGui.LocalScript.Disabled = false
gui = script.Parent.Parent.BossGui.Caution
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency - 0.1
end
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency + 0.1
end
wait(1)
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency - 0.1
end
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency + 0.1
end
wait(1)
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency - 0.1
end
for i = 1,10 do wait()
gui.Visible = true
gui.BackgroundTransparency = gui.BackgroundTransparency + 0.1
end
gui.Visible = false
end
end)

if stats.Class.Value == &quot;Warrior&quot; then
--armour.Value = &quot;WarriorSuit&quot;
stats.Warrior.Value = true
ws.Visible = true
elseif stats.Class.Value == &quot;Magician&quot; then
--armour.Value = &quot;MagicianSuit&quot;
stats.Magician.Value = true
ms.Visible = true
elseif stats.Class.Value == &quot;Ninja&quot; then
--armour.Value = &quot;NinjaSuit&quot;
stats.Ninja.Value = true
ns.Visible = true
elseif stats.Class.Value == &quot;Archer&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Archer.Value = true
as.Visible = true
elseif stats.Class.Value == &quot;DeathSlayer&quot; then
armour.Value = &quot;DeathSlayerSuit&quot;
--stats.Archer.Value = true
script.Parent.SkillMenu.DeathSlayerSkills.Visible = true
elseif stats.Class.Value == &quot;Stella&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Stella.Value = true
ss.Visible = true
elseif stats.Class.Value == &quot;Paladin&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Paladin.Value = true
ps.Visible = true
elseif stats.Class.Value == &quot;Defendor&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Defendor.Value = true
ds.Visible = true
elseif stats.Class.Value == &quot;Necromancer&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Necromancer.Value = true
nes.Visible = true
elseif stats.Class.Value == &quot;Smasher&quot; then
--armour.Value = &quot;ArcherSuit&quot;
stats.Smasher.Value = true
smss.Visible = true
end

if armour.Value == &quot;None&quot; then
print(&quot;No armours equipped!&quot;)
else
suit(game.Lighting:findFirstChild(armour.Value))
end

if player.Character and not player.Character.Torso:findFirstChild(&quot;InfoGui&quot;) then
daFing = game.Lighting.InfoGui
daFing:clone().Parent = player.Character.Torso
end

---------------------400k Anniversary
if player then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 73047882)
end
---------------------

if game.Players:findFirstChild(&quot;Swordphin123&quot;) or game.Players:findFirstChild(&quot;swordphin123&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69610961)
&#9;if game.Workspace.TripleEvent.Value == false then
&#9;stats.Gold.Value = stats.Gold.Value + 100
&#9;else
&#9;stats.Gold.Value = stats.Gold.Value + 300
&#9;end
end

if game.Players:findFirstChild(&quot;willy1237958&quot;) or game.Players:findFirstChild(&quot;Willy1237958&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 71574053)
&#9;if game.Workspace.TripleEvent.Value == false then
&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + 1
&#9;else
&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + 3
&#9;end
end

if game.Players:findFirstChild(&quot;333333333&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69611473)
&#9;if game.Workspace.TripleEvent.Value == false then
&#9;stats.Exp.Value = stats.Exp.Value + 1000
&#9;else
&#9;stats.Exp.Value = stats.Exp.Value + 3000
&#9;end
end

if game.Players:findFirstChild(&quot;Piemanmuffin&quot;) or game.Players:findFirstChild(&quot;piemanmuffin&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69666590)
&#9;if game.Workspace.TripleEvent.Value == false then
&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + 25
&#9;else
&#9;stats.FaithPoints.Value = stats.FaithPoints.Value + 75
&#9;end
end
--[[
if game.Players:findFirstChild(&quot;7ezequiel7&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69952704)
end
--]]
if game.Players:findFirstChild(&quot;vasil12345&quot;) or game.Players:findFirstChild(&quot;Vasil12345&quot;) then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70177902)
end

rankz = {&quot;razor7731&quot;,&quot;lolmanikken2&quot;,&quot;DailyDerpz&quot;,&quot;333333333&quot;,&quot;Piemanmuffin&quot;,&quot;piemanmuffin&quot;,&quot;vasil12345&quot;,&quot;Vasil12345&quot;}

while wait() do ----NO LAGGY no it loops,

if player.Comboc.Value &lt; 1 then
player.Combo.Value = 0
player.Comboc.Value = 0
script.Parent.HitCombo.Visible = false
script.Parent.HitCombo.Combo.Text = &quot;0&quot;
end

if player.Character.Torso:findFirstChild(&quot;InfoGui&quot;) then
showTo = player.Character.Torso:findFirstChild(&quot;InfoGui&quot;)
showTo.Level.Text = &quot;Level: &quot; ..stats.Level.Value
if stats.Guild.Value ~= &quot;None&quot; then
&#9;showTo.Guild.Visible = true
&#9;showTo.Guild.Text = &quot;[&quot; ..stats.Guild.Value.. &quot;]&quot;
&#9;script.Parent.GuildCreate.Visible = false
&#9;script.Parent.GuildLeave.Visible = true
else
&#9;showTo.Guild.Visible = false
&#9;script.Parent.GuildCreate.Visible = true
&#9;script.Parent.GuildLeave.Visible = false
end
&#9;if stats.GuildLeader.Value == true then
&#9;&#9;script.Parent.GuildMaster.Visible = true
&#9;else
&#9;&#9;script.Parent.GuildMaster.Visible = false
&#9;end

if game:GetService(&quot;BadgeService&quot;):UserHasBadge(player.userId, 71368053) then

for _,dah in pairs(rankz) do
if player.Name == dah or player.Name == &quot;Swordphin123&quot; or player.Name == &quot;swordphin123&quot; then
print(&quot;Cannot switch to admin/owner&quot;)
else
showTo.Rank.Visible = true
showTo.Rank.Text = &quot;[Veteran]&quot;
end
end

end

if player.Name == &quot;Swordphin123&quot; or player.Name == &quot;swordphin123&quot; then
showTo.Rank.Visible = true
showTo.Rank.Text = &quot;[Owner]&quot;
end

for _,admins in pairs(rankz) do
if player.Name == admins then
showTo.Rank.Visible = true
showTo.Rank.Text = &quot;[Admin]&quot;
end
end
end

toGetVet = 50000
toGetVet2 = 115000

if stats.Strength.Value &gt;= toGetVet or stats.Intelligence.Value &gt;= toGetVet or stats.Dexterity.Value &gt;= toGetVet and stats.Defense.Value &gt;= toGetVet2 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 71368053)
end

if player.Combo.Value &gt;= 100 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70390708)
end
if player.Combo.Value &gt;= 500 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70390780)
end
if player.Combo.Value &gt;= 1000 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70390838)
end
if player.Combo.Value &gt;= 5000 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70390876)
end
if player.Combo.Value &gt;= 10000 then
&#9;game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 70424785)
end

getrewarded(ach.Page1.Reward1,1,10,5) ---Goes by: ButtonDefine,NumbervalueObjective,FP,Gold
getrewarded(ach.Page1.Reward2,5,10,15)
getrewarded(ach.Page1.Reward3,0,0,25)
getrewarded(ach.Page1.Reward4,0,0,30)
getrewarded(ach.Page1.Reward5,0,0,35)
getrewarded(ach.Page2.Reward1,0,0,0)
getrewarded(ach.Page2.Reward2,0,0,40)
getrewarded(ach.Page2.Reward3,0,0,40)
getrewarded(ach.Page2.Reward4,0,0,40)
getrewarded(ach.Page2.Reward5,0,0,150)
getrewarded(ach.Page2.Reward6,15,0,20)
getrewarded(ach.Page3.Reward1,300,30,0)
getrewarded(ach.Page3.Reward2,1800,50,0)
getrewarded(ach.Page3.Reward3,3600,70,0)
getrewarded(ach.Page3.Reward4,7200,100,0)
getrewarded(ach.Page3.Reward5,86400,20,700)

if stats.Reak.Value == true then
nes.Reak.Learn.Visible = false
end
if stats.Frost.Value == true then
nes.Frost.Learn.Visible = false
end
if stats.Freeze.Value == true then
nes.Freeze.Learn.Visible = false
end
if stats.RayNe.Value == true then
nes.Ray.Learn.Visible = false
end
if stats.Arctius.Value == true then
nes.Arctius.Learn.Visible = false
end
if stats.NecromancerCryForm.Value == true then
nes.NecromancerCryForm.Learn.Visible = false
end
if stats.VordanAce.Value == true then
ws.VordanAce.Learn.Visible = false
end
if stats.Sunder.Value == true then
ws.Sunder.Learn.Visible = false
end
if stats.Thundiga.Value == true then
ns.Thundiga.Learn.Visible = false
end
if stats.ArcWings.Value == true then
ms.ArcWings.Learn.Visible = false
end
if stats.WarriorCryForm.Value == true then
ws.WarriorCryForm.Learn.Visible = false
end
if stats.MagicianCryForm.Value == true then
ms.MagicianCryForm.Learn.Visible = false
end
if stats.NinjaCryForm.Value == true then
ns.NinjaCryForm.Learn.Visible = false
end
if stats.SarStar.Value == true then
ns.SarStar.Learn.Visible = false
end
if stats[&quot;X-Slash&quot;].Value == true then
ws[&quot;X-Slash&quot;].Learn.Visible = false
end
if stats.ArcherCryForm.Value == true then
as.ArcherCryForm.Learn.Visible = false
end
if stats.ev.Value == true then
ms.Everest.Learn.Visible = false
end
if stats.re.Value == true then
ms.Revive.Learn.Visible = false
end
if stats.ExplosiveArrow.Value == true then
as.ExplosiveArrow.Learn.Visible = false
end
if stats.PoisonDart.Value == true then
as.PoisonDart.Learn.Visible = false
end
if stats.DarkAlly.Value == true then
ss.DarkAlly.Learn.Visible = false
end
if stats.Vadarian.Value == true then
ss.Vadarian.Learn.Visible = false
end
if stats.Nuke.Value == true then
ss.Nuke.Learn.Visible = false
end
if stats.StellaCryForm.Value == true then
ss.StellaCryForm.Learn.Visible = false
end
if stats.PaladinCryForm.Value == true then
ps.PaladinCryForm.Learn.Visible = false
end
if stats.Reaper.Value == true then
ps.Reaper.Learn.Visible = false
end
if stats.FatalShot.Value == true then
ps.FatalShot.Learn.Visible = false
end
if stats.Doubler.Value == true then
ps.Doubler.Learn.Visible = false
end
if stats.DarkWave.Value == true then
ps.DarkWave.Learn.Visible = false
end
if stats.Waller.Value == true then
ds.Waller.Learn.Visible = false
end
if stats.Revolver.Value == true then
ds.Revolver.Learn.Visible = false
end
if stats.DeKill.Value == true then
ds.DeKill.Learn.Visible = false
end
if stats.Rush.Value == true then
smss.Rush.Learn.Visible = false
end
if stats.Theft.Value == true then
smss.Theft.Learn.Visible = false
end
if stats.Rager.Value == true then
smss.Rager.Learn.Visible = false
end
if stats.SmasherCryForm.Value == true then
smss.SmasherCryForm.Learn.Visible = false
end
if stats.Cerius.Value == true then
smss.Cerius.Learn.Visible = false
end

ws.FluryRage.Text1.Text = &quot;Increases STRENGTH by &quot;..stats.fr.Value..&quot; permanently.&quot;
ns.Guard.Text1.Text = &quot;Increases DEFENSE by &quot;..stats.gu.Value..&quot; permanently.&quot;
ms.Aid.Text1.Text = &quot;Heals yourself by &quot;..stats.a.Value..&quot; hit points.&quot;
ms.ArcWings.Text1.Text = &quot;Does brutal damage in a short range. &quot;..stats.aws.Value..&quot; Shots.&quot;
ss.Berserker.Text1.Text = &quot;Double damage to all foes for &quot;..stats.ber.Value..&quot; seconds.&quot;
ss.DarkAlly.Text1.Text = &quot;Summons a minion. Deals &quot;..stats.dadmg.Value..&quot; Damage.&quot;
ds.Meditation.Text1.Text = &quot;Gives &quot;..stats.med.Value..&quot; faith points.&quot;
----
&#9;local length = string.len(text)
&#9;dta = &quot;&quot;
&#9;if(at &lt; length) then
&#9;&#9;at = at+1
&#9;else
&#9;&#9;at = -max
&#9;end
&#9;for i=0, max do
&#9;&#9;beg = at+i
&#9;&#9;if(beg &lt; 0) then
&#9;&#9;&#9;dta=dta..&quot; &quot;
&#9;&#9;else
&#9;&#9;&#9;dta=dta..string.sub(text,beg,beg)
&#9;&#9;end
&#9;end
&#9;mess.Text = dta;
----
if game.Workspace.GameScript.Wave.Value &gt;= 9 then
&#9;if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) then
&#9;&#9;if stats.Class.Value == &quot;Warrior&quot; then
&#9;&#9;&#9;if stats.Strength.Value &lt; 25 or stats.Defense.Value &lt; 40 then
&#9;&#9;&#9;&#9;script.Parent.HighLvl.Visible = true
&#9;&#9;&#9;else script.Parent.HighLvl.Visible = false
&#9;&#9;&#9;end
&#9;&#9;elseif stats.Class.Value == &quot;Magician&quot; or stats.Class.Value == &quot;Necromancer&quot; then
&#9;&#9;&#9;if stats.Intelligence.Value &lt; 45 or stats.Defense.Value &lt; 20 then
&#9;&#9;&#9;&#9;script.Parent.HighLvl.Visible = true
&#9;&#9;&#9;else script.Parent.HighLvl.Visible = false
&#9;&#9;&#9;end
&#9;&#9;elseif stats.Class.Value == &quot;Ninja&quot; or stats.Class.Value == &quot;Archer&quot; then
&#9;&#9;&#9;if stats.Dexterity.Value &lt; 55 or stats.Defense.Value &lt; 25 then
&#9;&#9;&#9;&#9;script.Parent.HighLvl.Visible = true
&#9;&#9;&#9;else script.Parent.HighLvl.Visible = false
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;else script.Parent.HighLvl.Visible = false
&#9;end
else script.Parent.HighLvl.Visible = false
end

if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) and game.Workspace.GameScript.Reinforcements.Value &gt; 0 and player.InGameNow.Value == true then
script.Parent.Notice.Visible = true
else
script.Parent.Notice.Visible = false end

if game.Workspace:findFirstChild(&quot;Boss&quot;) then
script.Parent.Parent.BossGui.Text.Text = game.Workspace.Boss.Boss.Zombie.Health.. &quot;/&quot; ..game.Workspace.Boss.Boss.Zombie.MaxHealth
script.Parent.Parent.BossGui.BARR.Visible = true
script.Parent.Parent.BossGui.Text.Visible = true
script.Parent.Parent.BossGui.BARR.Bar:TweenSize(UDim2.new(game.Workspace.Boss.Boss.Zombie.Health/game.Workspace.Boss.Boss.Zombie.MaxHealth,0,1,0),&quot;Out&quot;,&quot;Bounce&quot;,0,false,nil)
script.Parent.Parent.BossGui.BARR.Bar2:TweenSize(UDim2.new(game.Workspace.Boss.Boss.Zombie.Health/game.Workspace.Boss.Boss.Zombie.MaxHealth,0,1,0),&quot;Out&quot;,&quot;Quad&quot;,2,false,nil)
else
script.Parent.Parent.BossGui.BARR.Visible = false
script.Parent.Parent.BossGui.Text.Visible = false
end

if game.Workspace:findFirstChild(&quot;Statue&quot;) then
script.Parent.Parent.BossGui.Text2.Text = game.Workspace.Statue.Statue.Target.Health.. &quot;/&quot; ..game.Workspace.Statue.Statue.Target.MaxHealth
script.Parent.Parent.BossGui.BARR2.Visible = true
script.Parent.Parent.BossGui.Text2.Visible = true
script.Parent.Parent.BossGui.BARR2.Bar:TweenSize(UDim2.new(game.Workspace.Statue.Statue.Target.Health/game.Workspace.Statue.Statue.Target.MaxHealth,0,1,0))
else
script.Parent.Parent.BossGui.BARR2.Visible = false
script.Parent.Parent.BossGui.Text2.Visible = false
end

script.Parent.BARR.Bar:TweenSize(UDim2.new(game.Workspace.GameScript.Reinforcements.Value/5,0,1,0))
script.Parent.Text.Text = &quot;Reinforcements: &quot; ..game.Workspace.GameScript.Reinforcements.Value

script.Parent.Exp.Bar:TweenSize(UDim2.new(stats.Exp.Value/stats.MaxExp.Value,0,1,0))
script.Parent.ExpShow.Text = &quot;Exp: &quot; ..stats.Exp.Value.. &quot;/&quot; ..stats.MaxExp.Value
script.Parent.Level.Text = &quot;Level: &quot; ..stats.Level.Value
script.Parent.Guild.Text = &quot;Guild: &quot; ..stats.Guild.Value

if stats.TutorialCompletion.Value == false then
p1 = script.Parent.Part1
p2 = script.Parent.Part2
script.Parent.TextButton.Arrow.Visible = true
t.Defense.TextButton.Arrow.Visible = true
t.Speed.TextButton.Arrow.Visible = true
t.FaithPoints.Arrow.Visible = true
t.Strength.TextButton.Arrow.Visible = false
t.Intelligence.TextButton.Arrow.Visible = false
t.Dexterity.TextButton.Arrow.Visible = false
if stats.Class.Value == &quot;Warrior&quot; or stats.Class.Value == &quot;Stella&quot; then
t.Strength.TextButton.Arrow.Visible = true
elseif stats.Class.Value == &quot;Magician&quot; or stats.Class.Value == &quot;Necromancer&quot; then
t.Intelligence.TextButton.Arrow.Visible = true
elseif stats.Class.Value == &quot;Ninja&quot; or stats.Class.Value == &quot;Archer&quot; then
t.Dexterity.TextButton.Arrow.Visible = true
end
if p1.Value == true then
script.Parent.TextButton.Arrow.Visible = false
end
if p2.Value == true then
script.Parent.TextButton.Arrow.Visible = false
t.Defense.TextButton.Arrow.Visible = false
t.Speed.TextButton.Arrow.Visible = false
t.FaithPoints.Arrow.Visible = false
t.Strength.TextButton.Arrow.Visible = false
t.Intelligence.TextButton.Arrow.Visible = false
t.Dexterity.TextButton.Arrow.Visible = false
stats.TutorialCompletion.Value = true
end
end

if stats.FaithPoints.Value &lt; 10 then
t.Defense.TextButton2.Visible = false
t.Dexterity.TextButton2.Visible = false
t.Intelligence.TextButton2.Visible = false
t.Strength.TextButton2.Visible = false
else
t.Defense.TextButton2.Visible = true
t.Dexterity.TextButton2.Visible = true
t.Intelligence.TextButton2.Visible = true
t.Strength.TextButton2.Visible = true
end

t.Strength.Text = &quot;Strength: &quot; ..stats.Strength.Value
t.Dexterity.Text = &quot;Dexterity: &quot; ..stats.Dexterity.Value
t.Intelligence.Text = &quot;Intelligence: &quot; ..stats.Intelligence.Value
t.Defense.Text = &quot;Defense: &quot; ..stats.Defense.Value
t.Speed.Text = &quot;Speed: &quot; ..stats.Speed.Value
t.FaithPoints.Text = &quot;Faith Points: &quot; ..stats.FaithPoints.Value
script.Parent.Gold.Text = &quot;Gold: &quot; ..stats.Gold.Value
sk.FaithPoints.Text = &quot;Faith Points: &quot; ..stats.FaithPoints.Value
t.Class.Text = &quot;Class: &quot; ..stats.Class.Value
texter()
if stats.FaithPoints.Value &lt; 1 then
t.Strength.TextButton.Visible = false
t.Defense.TextButton.Visible = false
t.Speed.TextButton.Visible = false
t.Dexterity.TextButton.Visible = false
t.Intelligence.TextButton.Visible = false
t.Defense.TextButton3.Visible = false
t.Dexterity.TextButton3.Visible = false
t.Intelligence.TextButton3.Visible = false
t.Strength.TextButton3.Visible = false
else
stats.TutorialCompletion.Value = false
script.Parent.Part1.Value = false
script.Parent.Part2.Value = false
t.Strength.TextButton.Visible = true
t.Defense.TextButton.Visible = true
if awards:findFirstChild(&quot;Legendary Hero&quot;).Value == false then
&#9;if stats.Speed.Value &lt; 15 then
&#9;&#9;t.Speed.TextButton.Visible = true
&#9;else
&#9;&#9;t.Speed.TextButton.Visible = false
&#9;&#9;stats.Speed.Value = 15
&#9;end
else
&#9;if stats.Speed.Value &lt; 30 then
&#9;&#9;t.Speed.TextButton.Visible = true
&#9;else
&#9;&#9;t.Speed.TextButton.Visible = false
&#9;&#9;stats.Speed.Value = 30
&#9;end
end
if stats.aws.Value &gt;= 15 then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69642465)
ms.ArcWings.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.evs.Value &gt;= 15 then
ms.Everest.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.fr.Value &gt;= 200 then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69642572)
ws.FluryRage.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.gu.Value &gt;= 200 then
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69642686)
ns.Guard.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.ber.Value &gt;= 30 then
ss.Berserker.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.dadmg.Value &gt;= 5000 then
ss.DarkAlly.BackgroundColor3 = Color3.new(1,0,0)
end
if stats.med.Value &gt;= 100 then
ds.Meditation.BackgroundColor3 = Color3.new(1,0,0)
end
t.Dexterity.TextButton.Visible = true
t.Intelligence.TextButton.Visible = true
t.Defense.TextButton3.Visible = true
t.Dexterity.TextButton3.Visible = true
t.Intelligence.TextButton3.Visible = true
t.Strength.TextButton3.Visible = true
end

if stats.Strength.Value &gt;= 100 then
awards[&quot;Muscle Man&quot;].Value = true
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69604082)
end
if stats.Intelligence.Value &gt;= 100 then
awards[&quot;Grade Ace-er&quot;].Value = true
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69604356)
end
if stats.Dexterity.Value &gt;= 100 then
awards[&quot;Shadow Hider&quot;].Value = true
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69604487)
end
if stats.Defense.Value &gt;= 2000 then
awards[&quot;Endured Defensed&quot;].Value = true
end
if stats.Speed.Value &gt;= 15 then
awards[&quot;Marathon Runner&quot;].Value = true
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69604603)
end

if stats.TimeInGame.Value &gt;= 300 then
awards[&quot;Recruit&quot;].Value = stats.TimeInGame.Value
end
if stats.TimeInGame.Value &gt;= 1800 then
awards[&quot;Soldier&quot;].Value = stats.TimeInGame.Value
end
if stats.TimeInGame.Value &gt;= 3600 then
awards[&quot;Sergeant&quot;].Value = stats.TimeInGame.Value
end
if stats.TimeInGame.Value &gt;= 7200 then
awards[&quot;Commander&quot;].Value = stats.TimeInGame.Value
end
if stats.TimeInGame.Value &gt;= 86400 then
awards[&quot;General of the Army&quot;].Value = stats.TimeInGame.Value
game:GetService(&quot;BadgeService&quot;):AwardBadge(player.userId, 69663066)
end

guiiishop = script.Parent.Parent.ShopGui

potion = guiiishop.Background.Potions

potion.Reessence.Amount.Text = &quot;x &quot; ..stats.Reessence.Value
potion.Potion.Amount.Text = &quot;x &quot; ..stats.Potion.Value
potion.DarkPotion.Amount.Text = &quot;x &quot; ..stats.DarkPotion.Value
potion.WeakPotion.Amount.Text = &quot;x &quot; ..stats.WeakPotion.Value
potion.ShardOfLife.Amount.Text = &quot;x &quot; ..stats.ShardOfLife.Value

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=69804783&quot; then
&#9;guiiishop.ClassShop.Item5.PriceValue.Value = 1000
&#9;guiiishop.ClassShop.Item5.Price.Text = &quot;PRICE: 1000 Gold&quot;
&#9;guiiishop.ClassShop.Item6.PriceValue.Value = 1000
&#9;guiiishop.ClassShop.Item6.Price.Text = &quot;PRICE: 1000 Gold&quot;
&#9;else
&#9;guiiishop.ClassShop.Item5.PriceValue.Value = 10000
&#9;guiiishop.ClassShop.Item5.Price.Text = &quot;PRICE: 10000 Gold&quot;
&#9;guiiishop.ClassShop.Item6.PriceValue.Value = 10000
&#9;guiiishop.ClassShop.Item6.Price.Text = &quot;PRICE: 10000 Gold&quot;
&#9;end
end

if player.Character.Torso:findFirstChild(&quot;roblox&quot;) then
&#9;if player.Character.Torso.roblox.Texture == &quot;http://www.roblox.com/asset/?id=69679710&quot; then
&#9;guiiishop.ClassShop.Item7.PriceValue.Value = 20000
&#9;guiiishop.ClassShop.Item7.Price.Text = &quot;PRICE: 20000 Gold&quot;
&#9;else
&#9;guiiishop.ClassShop.Item7.PriceValue.Value = 30000
&#9;guiiishop.ClassShop.Item7.Price.Text = &quot;PRICE: 30000 Gold&quot;
&#9;end
end

if game:GetService(&quot;BadgeService&quot;):UserHasBadge(player.userId, 72600190) then
&#9;guiiishop.ClassShop.Item8.PriceValue.Value = 20000
&#9;guiiishop.ClassShop.Item8.Price.Text = &quot;PRICE: 20000 Gold&quot;
&#9;else
&#9;guiiishop.ClassShop.Item8.PriceValue.Value = 30000
&#9;guiiishop.ClassShop.Item8.Price.Text = &quot;PRICE: 30000 Gold&quot;
end

if stats.Warrior.Value == true then
guiiishop.ClassShop.Item1.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Magician.Value == true then
guiiishop.ClassShop.Item2.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Ninja.Value == true then
guiiishop.ClassShop.Item3.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Archer.Value == true then
guiiishop.ClassShop.Item4.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Stella.Value == true then
guiiishop.ClassShop.Item5.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Defendor.Value == true then
guiiishop.ClassShop.Item6.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Necromancer.Value == true then
guiiishop.ClassShop.Item7.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Smasher.Value == true then
guiiishop.ClassShop.Item8.BackgroundColor3 = Color3.new(0,1,0)
end
if stats.Paladin.Value == true then
guiiishop.PaladinShopp.PaladinPurchase.BackgroundColor3 = Color3.new(0,1,0)
end

--script.Parent.Parent.ScreenGuiADMIN.Frame.TextBox.KickAll.Text = &quot;Private: &quot; ..game.Workspace.PrivateMode.Value

end
</ProtectedString>
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							<bool name="Active">true</bool>
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							<Color3 name="BackgroundColor3">4288914085</Color3>
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								<YS>0</YS>
								<YO>425</YO>
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								<YO>30</YO>
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							<string name="Text">Stats</string>
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							<bool name="TextWrapped">false</bool>
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							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
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						<Item class="TextLabel" referent="RBX17090">
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								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">8</token>
								<string name="Name">Arrow</string>
								<UDim2 name="Position">
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									<XO>130</XO>
									<YS>0</YS>
									<YO>0</YO>
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								<string name="Text">&lt;--</string>
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								<bool name="TextWrapped">false</bool>
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								<int name="ZIndex">1</int>
							</Properties>
						</Item>
					</Item>
					<Item class="TextLabel" referent="RBX17091">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
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							<Color3 name="BorderColor3">4279970357</Color3>
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							<bool name="ClipsDescendants">false</bool>
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							<token name="Font">2</token>
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							<string name="Name">Version</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>210</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>150</XO>
								<YS>0</YS>
								<YO>25</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Server Ver: 9.1</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
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							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="BoolValue" referent="RBX17092">
						<Properties>
							<string name="Name">Part1</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
					<Item class="BoolValue" referent="RBX17093">
						<Properties>
							<string name="Name">Part2</string>
							<bool name="Value">false</bool>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17094">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0.600000024</float>
							<Color3 name="BorderColor3">4279970357</Color3>
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							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">BARR</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>340</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>150</XO>
								<YS>0</YS>
								<YO>25</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4279970357</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX17095">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278190335</Color3>
								<float name="BackgroundTransparency">0.400000006</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
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								<token name="Font">0</token>
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								<string name="Name">Bar</string>
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									<YO>0</YO>
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								<int name="ZIndex">1</int>
							</Properties>
						</Item>
					</Item>
					<Item class="TextLabel" referent="RBX17096">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
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							<Color3 name="BorderColor3">4279970357</Color3>
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							<UDim2 name="Position">
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								<YO>355</YO>
							</UDim2>
							<UDim2 name="Size">
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								<YS>0</YS>
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					</Item>
					<Item class="Frame" referent="RBX17097">
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							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">SkillMenu</string>
							<UDim2 name="Position">
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								<XO>200</XO>
								<YS>0</YS>
								<YO>100</YO>
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							<UDim2 name="Size">
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						</Properties>
						<Item class="TextLabel" referent="RBX17098">
							<Properties>
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								<Color3 name="BackgroundColor3">4278190080</Color3>
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								<string name="Name">Background</string>
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							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17099">
							<Properties>
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								<Color3 name="BackgroundColor3">4288914085</Color3>
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								<Color3 name="BorderColor3">4279970357</Color3>
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								<string name="Name">Title</string>
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									<YO>15</YO>
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							</Properties>
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								<string name="Text">Close Window</string>
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								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17101">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
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								<string name="Text">Raise the power of your skills by transfering Faith Points to your selected skills.</string>
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							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17102">
							<Properties>
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								<Color3 name="BackgroundColor3">4288914085</Color3>
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								<Color3 name="BorderColor3">4279970357</Color3>
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								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
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								<string name="Name">Text</string>
								<UDim2 name="Position">
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									<XO>250</XO>
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									<XS>0</XS>
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								<string name="Text">Click the grey boxes to upgrade that skill. Red boxes are un-upgradeable.</string>
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								<bool name="Visible">true</bool>
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							</Properties>
						</Item>
						<Item class="Frame" referent="RBX17103">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">WarriorSkills</string>
								<UDim2 name="Position">
									<XS>0</XS>
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									<YS>0</YS>
									<YO>60</YO>
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								<UDim2 name="Size">
									<XS>0</XS>
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									<YS>0</YS>
									<YO>0</YO>
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								<token name="SizeConstraint">0</token>
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											<XS>0</XS>
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											<XS>0</XS>
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										<UDim2 name="Size">
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										<string name="Text">Deals poisonous damage to enemies.</string>
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								<Item class="TextLabel" referent="RBX17195">
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											<XS>0</XS>
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										<UDim2 name="Size">
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										<string name="Text">No cooldown.</string>
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										<string name="Name">Hotkey</string>
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										<string name="Name">Learn</string>
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										<string name="Text">Learn Skill: 10 FP</string>
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									<string name="Name">ExplosiveArrow</string>
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										<YO>35</YO>
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										<string name="Text">Deals wide-ranged damage to enemies.</string>
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										<string name="Text">No cooldown.</string>
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								<string name="Text">more powerful state.</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17380">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">TextLabel</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>200</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Remember to learn other skills and make sure</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17381">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">TextLabel</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>220</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">to update your stats regularly corrosponding</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17382">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">TextLabel</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>240</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">to the type of class you have right now.</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17383">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">TextLabel</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>250</XO>
									<YS>0</YS>
									<YO>280</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Good luck, and be careful, soldier!</string>
								<Color3 name="TextColor3">4278190335</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
					</Item>
					<Item class="TextButton" referent="RBX17384">
						<Properties>
							<bool name="Active">true</bool>
							<bool name="AutoButtonColor">true</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4278190080</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">6</token>
							<bool name="Modal">false</bool>
							<string name="Name">Save</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>485</YO>
							</UDim2>
							<bool name="Selected">false</bool>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">1</token>
							<string name="Text">SAVE</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX17385">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278190080</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4294967295</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">TextLabel</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>600</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">SAVED! Memory left: 0 / 45000 DCU limit</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
					</Item>
					<Item class="TextLabel" referent="RBX17386">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0.600000024</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">6</token>
							<string name="Name">Gold</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>310</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>150</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Gold: 0</string>
							<Color3 name="TextColor3">4294967040</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17387">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294967295</Color3>
							<float name="BackgroundTransparency">0.5</float>
							<Color3 name="BorderColor3">4278255360</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">GroupShow</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>545</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>460</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">You are in the group! You will earn 2x more gold earnings!</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">0.5</float>
							<float name="TextTransparency">0.200000003</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17388">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4278255360</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">9</token>
							<string name="Name">Revive</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>180</XO>
								<YS>0</YS>
								<YO>315</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>600</XO>
								<YS>0</YS>
								<YO>130</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Somebody revived you!</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX17389">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Cooldown</string>
							<ProtectedString name="Source">player = script.Parent.Parent.Parent
stats = player.Statistics

if player:IsInGroup(448936) then
print(&quot;ISH IN GROUPZ&quot;)
script.Parent.GroupShow.Visible = true
else
print(&quot;nub, no hav in group!&quot;)
end

--[[
local choice = Instance.new(&quot;TextLabel&quot;)
choice.Name = &quot;Blah&quot;
choice.Size = UDim2.new(0, 50, 0, 25)

x = 0 --150
y = 0 --160
--]]

while wait(1) do

if stats:findFirstChild(&quot;TimeInGame&quot;) then
stats.TimeInGame.Value = stats.TimeInGame.Value + 1
end

-----------------------------------

if stats.frc.Value &gt; 0 then
stats.frc.Value = stats.frc.Value - 1
--[[
&#9;local deh = choice:clone()
&#9;deh.Text = stats.frc.Value
&#9;deh.Position = UDim2.new(0, x, 0, y)--]]
end
if player.Comboc.Value &gt; 0 then
player.Comboc.Value = player.Comboc.Value - 1
end
if stats.rushc.Value &gt; 0 then
stats.rushc.Value = stats.rushc.Value - 1
end
if stats.smcfc.Value &gt; 0 then
stats.smcfc.Value = stats.smcfc.Value - 1
end
if stats.ceriusc.Value &gt; 0 then
stats.ceriusc.Value = stats.ceriusc.Value - 1
end
if stats.ragerc.Value &gt; 0 then
stats.ragerc.Value = stats.ragerc.Value - 1
end
if stats.medc.Value &gt; 0 then
stats.medc.Value = stats.medc.Value - 1
end
if stats.flamerc.Value &gt; 0 then
stats.flamerc.Value = stats.flamerc.Value - 1
end
if stats.reakc.Value &gt; 0 then
stats.reakc.Value = stats.reakc.Value - 1
end
if stats.frostc.Value &gt; 0 then
stats.frostc.Value = stats.frostc.Value - 1
end
if stats.freezec.Value &gt; 0 then
stats.freezec.Value = stats.freezec.Value - 1
end
if stats.necfc.Value &gt; 0 then
stats.necfc.Value = stats.necfc.Value - 1
end
if stats.arctiusc.Value &gt; 0 then
stats.arctiusc.Value = stats.arctiusc.Value - 1
end
if stats.walc.Value &gt; 0 then
stats.walc.Value = stats.walc.Value - 1
end
if stats.revoc.Value &gt; 0 then
stats.revoc.Value = stats.revoc.Value - 1
end
if stats.dcfc.Value &gt; 0 then
stats.dcfc.Value = stats.dcfc.Value - 1
end
if stats.dkc.Value &gt; 0 then
stats.dkc.Value = stats.dkc.Value - 1
end
if stats.fsh.Value &gt; 0 then
stats.fsh.Value = stats.fsh.Value - 1
end
if stats.shoc.Value &gt; 0 then
stats.shoc.Value = stats.shoc.Value - 1
end
if stats.douc.Value &gt; 0 then
stats.douc.Value = stats.douc.Value - 1
end
if stats.reac.Value &gt; 0 then
stats.reac.Value = stats.reac.Value - 1
end
if stats.pcfc.Value &gt; 0 then
stats.pcfc.Value = stats.pcfc.Value - 1
end
if stats.dwc.Value &gt; 0 then
stats.dwc.Value = stats.dwc.Value - 1
end
if stats.vac.Value &gt; 0 then
stats.vac.Value = stats.vac.Value - 1
end
if stats.dacc.Value &gt; 0 then
stats.dacc.Value = stats.dacc.Value - 1
end
if stats.berc.Value &gt; 0 then
stats.berc.Value = stats.berc.Value - 1
end
if stats.nuc.Value &gt; 0 then
stats.nuc.Value = stats.nuc.Value - 1
end
if stats.scfc.Value &gt; 0 then
stats.scfc.Value = stats.scfc.Value - 1
end
if stats.vvc.Value &gt; 0 then
stats.vvc.Value = stats.vvc.Value - 1
end
if stats.xsc.Value &gt; 0 then
stats.xsc.Value = stats.xsc.Value - 1
end
if stats.dc.Value &gt; 0 then
stats.dc.Value = stats.dc.Value - 1
end
if stats.dbc.Value &gt; 0 then
stats.dbc.Value = stats.dbc.Value - 1
end
if stats.ac.Value &gt; 0 then
stats.ac.Value = stats.ac.Value - 1
end
if stats.awc.Value &gt; 0 then
stats.awc.Value = stats.awc.Value - 1
end
if stats.evc.Value &gt; 0 then
stats.evc.Value = stats.evc.Value - 1
end
if stats.rec.Value &gt; 0 then
stats.rec.Value = stats.rec.Value - 1
end
if stats.thc.Value &gt; 0 then
stats.thc.Value = stats.thc.Value - 1
end
if stats.guc.Value &gt; 0 then
stats.guc.Value = stats.guc.Value - 1
end
if stats.ssc.Value &gt; 0 then
stats.ssc.Value = stats.ssc.Value - 1
end
if stats.wcfc.Value &gt; 0 then
stats.wcfc.Value = stats.wcfc.Value - 1
end
if stats.mcfc.Value &gt; 0 then
stats.mcfc.Value = stats.mcfc.Value - 1
end
if stats.ncfc.Value &gt; 0 then
stats.ncfc.Value = stats.ncfc.Value - 1
end
if stats.tic.Value &gt; 0 then
stats.tic.Value = stats.tic.Value - 1
end
if stats.acfc.Value &gt; 0 then
stats.acfc.Value = stats.acfc.Value - 1
end
end
</ProtectedString>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17390">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0.5</float>
							<Color3 name="BorderColor3">4278255360</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">VIPNotice</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>575</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>700</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">You are VIP! Stats will save after each class is equipped! Also an extra bonus VIP class!</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278255360</Color3>
							<float name="TextStrokeTransparency">0.800000012</float>
							<float name="TextTransparency">0.200000003</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextButton" referent="RBX17391">
						<Properties>
							<bool name="Active">true</bool>
							<bool name="AutoButtonColor">true</bool>
							<Color3 name="BackgroundColor3">4278190335</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4294967295</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">4</token>
							<bool name="Modal">false</bool>
							<string name="Name">Achievement</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>365</YO>
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											<YO>0</YO>
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											<YO>0</YO>
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										<YS>0</YS>
										<YO>20</YO>
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								<token name="FontSize">6</token>
								<bool name="Modal">false</bool>
								<string name="Name">Warrior</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>400</XO>
									<YS>0</YS>
									<YO>100</YO>
								</UDim2>
								<bool name="Selected">false</bool>
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									<XS>0</XS>
									<XO>200</XO>
									<YS>0</YS>
									<YO>60</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
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								<string name="Text">Warrior</string>
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								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17521">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
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								<string name="Name">TextLabel</string>
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									<XS>0</XS>
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									<YS>0</YS>
									<YO>50</YO>
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								<UDim2 name="Size">
									<XS>0</XS>
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								<string name="Text">NEW GAME: PICK YOUR CLASS!</string>
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							</Properties>
						</Item>
						<Item class="TextButton" referent="RBX17522">
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								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4294967295</Color3>
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								<Color3 name="BorderColor3">4278255360</Color3>
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								<token name="Font">2</token>
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								<string name="Name">Reset</string>
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									<token name="FontSize">6</token>
									<string name="Name">Text</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-155</XO>
										<YS>0</YS>
										<YO>-105</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>300</XO>
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										<YO>30</YO>
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									<token name="SizeConstraint">0</token>
									<string name="Text">If your stats isn&apos;t loading,</string>
									<Color3 name="TextColor3">4294967295</Color3>
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							</Item>
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									<bool name="ClipsDescendants">false</bool>
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									<string name="Name">Text</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-155</XO>
										<YS>0</YS>
										<YO>-75</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
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									<string name="Text">Then click the Reset button</string>
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									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX17525">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4278190080</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4294967295</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<string name="Name">Text</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-155</XO>
										<YS>0</YS>
										<YO>-45</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
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									<token name="SizeConstraint">0</token>
									<string name="Text">below:</string>
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									<int name="ZIndex">1</int>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX17526">
					<Properties>
						<string name="Name">BossGui</string>
					</Properties>
					<Item class="TextLabel" referent="RBX17527">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">BARR</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>180</XO>
								<YS>0</YS>
								<YO>50</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>600</XO>
								<YS>0</YS>
								<YO>50</YO>
							</UDim2>
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							<bool name="Visible">false</bool>
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						</Properties>
						<Item class="TextLabel" referent="RBX17528">
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								<Color3 name="BackgroundColor3">4294901760</Color3>
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								<string name="Name">Bar2</string>
								<UDim2 name="Position">
									<XS>0</XS>
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									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>50</YO>
								</UDim2>
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								<Color3 name="TextStrokeColor3">4278190080</Color3>
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								<float name="TextTransparency">0</float>
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								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX17529">
							<Properties>
								<bool name="Active">false</bool>
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								<Color3 name="BorderColor3">4279970357</Color3>
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								<bool name="Draggable">false</bool>
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								<string name="Name">Bar</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
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							</Properties>
						</Item>
					</Item>
					<Item class="TextLabel" referent="RBX17530">
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							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
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							<token name="FontSize">5</token>
							<string name="Name">Text</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>75</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
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								<YS>0</YS>
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							<string name="Text">0/0</string>
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							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17531">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294967040</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">8</token>
							<string name="Name">Caution</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>250</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>1300</XO>
								<YS>0</YS>
								<YO>50</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">CAUTION! CAUTION! CAUTION! CAUTION! CAUTION! CAUTION! CAUTION!</string>
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							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
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							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX17532">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">player = script.Parent.Parent.Parent
char = player.Character

---Script where it faces the boss the camera thing

repeat wait() until game.Workspace:findFirstChild(&quot;Boss&quot;)

--char.Humanoid.WalkSpeed = 0
if not char:findFirstChild(&quot;CamIntro&quot;) or not char:findFirstChild(&quot;CamShop&quot;) then
if game.Workspace.Boss.Boss:findFirstChild(&quot;Zombie&quot;) then
game.Workspace.CurrentCamera.CameraSubject = game.Workspace.Boss.Boss.Zombie end
end
wait(3)
--char.Humanoid.WalkSpeed = 16
--char.Humanoid.WalkSpeed = char.Humanoid.WalkSpeed + player.Statistics.Speed.Value
if not char:findFirstChild(&quot;CamIntro&quot;) or not char:findFirstChild(&quot;CamShop&quot;) then
game.Workspace.CurrentCamera.CameraSubject = char.Humanoid
end
wait()
script.Disabled = true
</ProtectedString>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17533">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">7</token>
							<string name="Name">FP</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>175</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">+ 0 Faith Points!</string>
							<Color3 name="TextColor3">4294901760</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294967295</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">1</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17534">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">7</token>
							<string name="Name">GP</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>205</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">+ 0 Gold!</string>
							<Color3 name="TextColor3">4294967040</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294967295</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">1</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17535">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">BARR2</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>180</XO>
								<YS>0</YS>
								<YO>100</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>600</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4279970357</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextLabel" referent="RBX17536">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278255360</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<string name="Name">Bar</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text"></string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
					</Item>
					<Item class="TextLabel" referent="RBX17537">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">5</token>
							<string name="Name">Text2</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>115</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">0/0</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17538">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">7</token>
							<string name="Name">COM</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>235</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">ACHIEVEMENT COMPLETE:</string>
							<Color3 name="TextColor3">4278190335</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294967295</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">1</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX17539">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294901760</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">7</token>
							<string name="Name">EXP</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>470</XO>
								<YS>0</YS>
								<YO>145</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">+ 0 Exp!</string>
							<Color3 name="TextColor3">4278255360</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294967295</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">1</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX17540">
					<Properties>
						<string name="Name">ShopGui</string>
					</Properties>
					<Item class="TextButton" referent="RBX17541">
						<Properties>
							<bool name="Active">true</bool>
							<bool name="AutoButtonColor">true</bool>
							<Color3 name="BackgroundColor3">4278190080</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4278190335</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">2</token>
							<token name="FontSize">6</token>
							<bool name="Modal">false</bool>
							<string name="Name">Shop</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>455</YO>
							</UDim2>
							<bool name="Selected">false</bool>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>100</XO>
								<YS>0</YS>
								<YO>30</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">1</token>
							<string name="Text">SHOP</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4294901760</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX17542">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">ShopScript</string>
							<ProtectedString name="Source">---by Swordphin123

local player = script.Parent.Parent.Parent ---4 Parents
local backpack = player.Backpack
local st = player.StarterGear

local this = script.Parent
b = script.Parent.Background

wait(5)

if not player:findFirstChild(&quot;Warrior&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Warrior&quot;
end
if not player:findFirstChild(&quot;Magician&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Magician&quot;
end
if not player:findFirstChild(&quot;Ninja&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Ninja&quot;
end
if not player:findFirstChild(&quot;Archer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Archer&quot;
end
if not player:findFirstChild(&quot;Stella&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Stella&quot;
end
if not player:findFirstChild(&quot;Defendor&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Defendor&quot;
end
if not player:findFirstChild(&quot;Necromancer&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Necromancer&quot;
end
if not player:findFirstChild(&quot;Smasher&quot;) then --means if its not there...
w = Instance.new(&quot;StringValue&quot;, player)
w.Name = &quot;Smasher&quot;
end

stats = player:findFirstChild(&quot;Statistics&quot;)

function wep(man)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;local weapon = man:findFirstChild(&quot;WeaponName&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player[player.Statistics.Class.Value]:findFirstChild(weapon.Value) == nil then
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)

&#9;&#9;&#9;&#9;wep = game.Lighting:findFirstChild(weapon.Value)
&#9;&#9;&#9;&#9;if wep then
&#9;&#9;&#9;&#9;if player:findFirstChild(player.Statistics.Class.Value) then
&#9;&#9;&#9;&#9;pcall(function() wep:clone().Parent = player[player.Statistics.Class.Value] print(&quot;CLONED INTO STORAGE!&quot;) end)
&#9;&#9;&#9;&#9;print(&quot;Gottened thing!&quot;)

&#9;&#9;&#9;&#9;if player.DataReady then
&#9;&#9;&#9;&#9;player:SaveInstance(player.Statistics.Class.Value..&quot;Weps&quot;,player:findFirstChild(player.Statistics.Class.Value))
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = true
&#9;&#9;&#9;&#9;end

&#9;&#9;&#9;&#9;if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
&#9;&#9;&#9;&#9;&#9;wep:clone().Parent = backpack
&#9;&#9;&#9;&#9;end

&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought &quot; ..weapon.Value.. &quot; for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;&#9;&#9;end end
&#9;&#9;&#9;-----
&#9;&#9;else
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Failed to buy &quot; ..weapon.Value.. &quot;! You need &quot; ..price.Value - player.Statistics.Gold.Value.. &quot; more gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;&#9;else 
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;You already have this weapon!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;end)
end

function resetShop()

if player.Character:findFirstChild(&quot;CamShop&quot;) then
player.Character.CamShop.BackToPlayer.Value = true
end

wait(1)

b.Class.Visible = true
b.Perk.Visible = true
b.Back.Visible = false
b.ResetArmour.Visible = false
b.Weapon.Visible = true
b.Item.Visible = true
b.Armour.Visible = true
b.Potions.Visible = true

this.ClassShop.Visible = false
this.ItemShop.Visible = false
this.PerkShop.Visible = false

this.MagicianWepShop.Visible = false
this.NinjaWepShop.Visible = false
this.ArcherWepShop.Visible = false
this.WarriorWepShop.Visible = false
this.StellaWepShop.Visible = false
this.DefendorWepShop.Visible = false

this.MagicianArmourShop.Visible = false
this.NinjaArmourShop.Visible = false
this.ArcherArmourShop.Visible = false
this.WarriorArmourShop.Visible = false
this.StellaArmourShop.Visible = false
this.DefendorArmourShop.Visible = false

end

--------------------------------------------------------------
-------------CLASSES-------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Class.MouseButton1Down:connect(function()

shopType = &quot;ClassShop&quot;

if player.Character:findFirstChild(&quot;CamShop&quot;) then
player.Character.CamShop.ShopType.Value = shopType
else
e = game.Workspace.GameScript.CamShop:clone()
e.Parent = player.Character
e.ShopType.Value = shopType
e.Disabled = false
end

wait(1.3)

this.ClassShop.Visible = true
b.Class.Visible = false
b.Perk.Visible = false
b.Back.Visible = true
b.ResetArmour.Visible = false
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)
--------------------------------------------------------------
-------------PERKS-------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Perk.MouseButton1Down:connect(function()
this.PerkShop.Visible = true
b.Class.Visible = false
b.Perk.Visible = false
b.Back.Visible = true
b.ResetArmour.Visible = false
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)
--------------------------------------------------------------
-------------ITEMS-------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Item.MouseButton1Down:connect(function()
this.ItemShop.Visible = true
b.Class.Visible = false
b.Perk.Visible = false
b.Back.Visible = true
b.ResetArmour.Visible = false
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)
--------------------------------------------------------------
--------------ARMOURS------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Armour.MouseButton1Down:connect(function()

shopType = &quot;ArmourShop&quot;

if player.Character:findFirstChild(&quot;CamShop&quot;) then
player.Character.CamShop.ShopType.Value = shopType
else
e = game.Workspace.GameScript.CamShop:clone()
e.Parent = player.Character
e.ShopType.Value = shopType
e.Disabled = false
end

wait(1.3)

if stats.Class.Value == &quot;Warrior&quot; then 
this.WarriorArmourShop.Visible = true
elseif stats.Class.Value == &quot;Magician&quot; then
this.MagicianArmourShop.Visible = true
elseif stats.Class.Value == &quot;Ninja&quot; then
this.NinjaArmourShop.Visible = true
elseif stats.Class.Value == &quot;Archer&quot; then
this.ArcherArmourShop.Visible = true
elseif stats.Class.Value == &quot;Stella&quot; then
this.StellaArmourShop.Visible = true
elseif stats.Class.Value == &quot;Defendor&quot; then
this.DefendorArmourShop.Visible = true
end

b.Class.Visible = false
b.Perk.Visible = false
b.Back.Visible = true
b.ResetArmour.Visible = true
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)

potion = b.Potions

potion.Reessence.MouseButton1Down:connect(function()
if player.TeamColor == BrickColor.new(&quot;Bright yellow&quot;) and player.Statistics.Reessence.Value &gt; 0 then
&#9;if player.Character then
&#9;&#9;player.Character:BreakJoints()
&#9;end
&#9;player.TeamColor = BrickColor.new(&quot;Bright blue&quot;)
&#9;player.Statistics.Reessence.Value = player.Statistics.Reessence.Value - 1
end
end)

function useitem(man,name)
man.MouseButton1Down:connect(function()
char = player.Character
if char:findFirstChild(&quot;Humanoid&quot;) then
hu = char.Humanoid
if hu.Health &lt; hu.MaxHealth and player.Statistics[name].Value &gt; 0 then
hu.Health = hu.Health + man.Heal.Value
player.Statistics[name].Value = player.Statistics[name].Value - 1
end
end
end)
end

useitem(potion.Potion,&quot;Potion&quot;)
useitem(potion.DarkPotion,&quot;DarkPotion&quot;)
useitem(potion.WeakPotion,&quot;WeakPotion&quot;)
useitem(potion.ShardOfLife,&quot;ShardOfLife&quot;)

--------------------------------------------------------------
--------------WEAPONS (Classified by classes)------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
b.Weapon.MouseButton1Down:connect(function()

shopType = &quot;WeaponShop&quot;

if player.Character:findFirstChild(&quot;CamShop&quot;) then
player.Character.CamShop.ShopType.Value = shopType
else
e = game.Workspace.GameScript.CamShop:clone()
e.Parent = player.Character
e.ShopType.Value = shopType
e.Disabled = false
end

wait(1.3)

if stats.Class.Value == &quot;Warrior&quot; then 
this.WarriorWepShop.Visible = true
elseif stats.Class.Value == &quot;Magician&quot; then
this.MagicianWepShop.Visible = true
elseif stats.Class.Value == &quot;Ninja&quot; then
this.NinjaWepShop.Visible = true
elseif stats.Class.Value == &quot;Archer&quot; then
this.ArcherWepShop.Visible = true
elseif stats.Class.Value == &quot;Stella&quot; then
this.StellaWepShop.Visible = true
elseif stats.Class.Value == &quot;Defendor&quot; then
this.DefendorWepShop.Visible = true
end
b.Class.Visible = false
--b.Perk.Visible = false
b.Back.Visible = true
b.Weapon.Visible = false
b.Item.Visible = false
b.Armour.Visible = false
b.Potions.Visible = false
end)
--------------------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------

this.ClassShop.VIPItem.MouseButton1Down:connect(function()
player.Statistics.Class.Value = this.ClassShop.VIPItem.Text
player.Statistics.Armour.Value = this.ClassShop.VIPItem.Armour.Value
if player.Character then
player.Character:BreakJoints()
end
end)

b.Back.MouseButton1Down:connect(function()
resetShop()
end)

script.Parent.Shop.MouseButton1Down:connect(function()
&#9;if script.Parent.Background.Visible == false then
&#9;&#9;script.Parent.Background.Visible = true
this.Clerk.Visible = true
this.News.Visible = true
&#9;&#9;script.Parent.Shop.Text = &quot;CLOSE&quot;
&#9;&#9;resetShop()
&#9;else
&#9;&#9;script.Parent.Background.Visible = false
this.Clerk.Visible = false
this.News.Visible = false
&#9;&#9;script.Parent.Shop.Text = &quot;SHOP&quot;
&#9;&#9;resetShop()
&#9;end
end)

script.Parent.PaladinShop.MouseButton1Down:connect(function()
&#9;if script.Parent.PaladinShopp.Visible == false then
&#9;&#9;script.Parent.PaladinShopp.Visible = true
this.Clerk.Visible = false
this.News.Visible = false
&#9;&#9;script.Parent.PaladinShop.Text = &quot;CLOSE&quot;
&#9;&#9;resetShop()
&#9;else
&#9;&#9;script.Parent.PaladinShopp.Visible = false
this.Clerk.Visible = false
this.News.Visible = false
&#9;&#9;script.Parent.PaladinShop.Text = &quot;Paladin.S.&quot;
&#9;&#9;resetShop()
&#9;end
end)

-------------------------------------------------
--------------NEW THINGS-----------------------------------
-------------------------------------------------
function give()
&#9;wait(1)
&#9;if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
&#9;&#9;local wep = player:findFirstChild(stats.Class.Value)
&#9;&#9;
&#9;&#9;for _,things in pairs(wep:GetChildren()) do
&#9;&#9;&#9;things:clone().Parent = backpack
&#9;&#9;end
&#9;end
end

function tele()

if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
if game.Workspace.GameScript.Map.Value == 8 and game.Workspace.GameScript.Wave.Value &lt; 20 and game.Workspace.GameScript.Playing.Value == true then
m = math.random(1,4)
spawnPoints = game.Workspace.Map.SpawnPoints
if m == 1 then
player.Character:MoveTo(spawnPoints.Part1.Position)
elseif m == 2 then
player.Character:MoveTo(spawnPoints.Part2.Position)
elseif m == 3 then
player.Character:MoveTo(spawnPoints.Part3.Position)
elseif m == 4 then
player.Character:MoveTo(spawnPoints.Part4.Position)
end
end
end

end
-------------------------------------------------
--------------NEW THINGS-----------------------------------
-------------------------------------------------

function suitUp(Suit2)
Me = player.Character
player.Character.Torso.Transparency = 1
player.Character:findFirstChild(&quot;Left Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Arm&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Left Leg&quot;).Transparency = 1
player.Character:findFirstChild(&quot;Right Leg&quot;).Transparency = 1
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm1&quot;) == nil then
&#9;&#9;local g = Suit2.Arm1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Arm2&quot;) == nil then
&#9;&#9;local g = Suit2.Arm2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Arm&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg1&quot;) == nil then
&#9;&#9;local g = Suit2.Leg1:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Left Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Leg2&quot;) == nil then
&#9;&#9;local g = Suit2.Leg2:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me[&quot;Right Leg&quot;]
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
&#9;if Me:findFirstChild(&quot;Humanoid&quot;) ~= nil and Me:findFirstChild(&quot;Chest&quot;) == nil then
&#9;&#9;local g = Suit2.Chest:clone()
&#9;&#9;g.Parent = Me
&#9;&#9;local C = g:GetChildren()
                local R = Me:GetChildren()
&#9;&#9;for i=1, #R do
&#9;&#9;&#9;if R[i].className == &quot;Hat&quot; then
&#9;&#9;&#9;&#9;R[i]:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i=1, #C do
&#9;&#9;&#9;if C[i].className == &quot;Part&quot; then
&#9;&#9;&#9;&#9;local W = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;W.Part0 = g.Middle
&#9;&#9;&#9;&#9;W.Part1 = C[i]
&#9;&#9;&#9;&#9;local CJ = CFrame.new(g.Middle.Position)
&#9;&#9;&#9;&#9;local C0 = g.Middle.CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;local C1 = C[i].CFrame:inverse()*CJ
&#9;&#9;&#9;&#9;W.C0 = C0
&#9;&#9;&#9;&#9;W.C1 = C1
&#9;&#9;&#9;&#9;W.Parent = g.Middle
&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local Y = Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;Y.Part0 = Me.Torso
&#9;&#9;&#9;&#9;Y.Part1 = g.Middle
&#9;&#9;&#9;&#9;Y.C0 = CFrame.new(0, 0, 0)
&#9;&#9;&#9;&#9;Y.Parent = Y.Part0
&#9;&#9;end
&#9;&#9;local h = g:GetChildren()
&#9;&#9;for i = 1, # h do
&#9;&#9;&#9;h[i].Anchored = false
&#9;&#9;&#9;h[i].CanCollide = false
&#9;&#9;end&#9;
&#9;end
end

function resetter(man)
man.MouseButton1Down:connect(function()
if stats.Class.Value == &quot;Warrior&quot; then
stats.Armour.Value = &quot;WarriorSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Magician&quot; then
stats.Armour.Value = &quot;MagicianSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Ninja&quot; then
stats.Armour.Value = &quot;NinjaSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Archer&quot; then
stats.Armour.Value = &quot;ArcherSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Stella&quot; then
stats.Armour.Value = &quot;StellaSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Defendor&quot; then
stats.Armour.Value = &quot;DefendorSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
elseif stats.Class.Value == &quot;Paladin&quot; then
stats.Armour.Value = &quot;PaladinSuit&quot;
--------------------------
&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;suitUp(game.Lighting:findFirstChild(stats.Armour.Value))
--------------------------
end
end)
end

function armour(man)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;local weapon = man:findFirstChild(&quot;SuitName&quot;)
&#9;&#9;local lvl = man:findFirstChild(&quot;Level&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Armour:findFirstChild(weapon.Value) == nil then
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)

&#9;&#9;&#9;&#9;wep = game.Lighting:findFirstChild(weapon.Value)
&#9;&#9;&#9;&#9;if wep then
&#9;&#9;&#9;&#9;if player.Armour then
&#9;&#9;&#9;&#9;pcall(function() wep:clone().Parent = player.Armour print(&quot;CLONED INTO STORAGE!&quot;) end)
&#9;&#9;&#9;&#9;print(&quot;Gottened thing!&quot;)

&#9;&#9;&#9;&#9;if player.DataReady then
&#9;&#9;&#9;&#9;player:SaveInstance(&quot;SavedArmour&quot;,player.Armour)
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = true
&#9;&#9;&#9;&#9;end

&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought &quot; ..weapon.Value.. &quot; for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;&#9;&#9;end end
&#9;&#9;&#9;-----
&#9;&#9;else
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Failed to buy &quot; ..weapon.Value.. &quot;! You need &quot; ..price.Value - player.Statistics.Gold.Value.. &quot; more gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;&#9;else 
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour.&quot; wait(1)
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour..&quot; wait(1)
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour...&quot; wait(1)
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour.&quot; wait(1)
&#9;&#9;&#9;&#9;desc.Text = &quot;Equipping armour..&quot; wait(1)
&#9;&#9;&#9;&#9;if player.Statistics.Level.Value &gt;= lvl.Value then
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;&#9;&#9;player.Statistics.Armour.Value = weapon.Value
&#9;&#9;&#9;&#9;for _,things in pairs(player.Character:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;if things:IsA(&quot;Model&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;things:remove()
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;suitUp(game.Lighting:findFirstChild(weapon.Value))
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;desc.Text = &quot;You must be at least level &quot; ..lvl.Value.. &quot; to wear this!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;&#9;&#9;end
&#9;&#9;end
&#9;end)
end

function item(man,name)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)
&#9;&#9;&#9;player.Statistics[name].Value = player.Statistics[name].Value + 1
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought 1 &quot; ..name.. &quot; for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;end)
end

script.Parent.ItemShop.Item6.MouseButton1Down:connect(function()
man = script.Parent.ItemShop.Item6
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)
&#9;&#9;&#9;
&#9;&#9;&#9;wep = game.Lighting:findFirstChild(&quot;Pipebomb&quot;)

&#9;&#9;&#9;&#9;pcall(function() a = wep:clone()
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Warrior&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Magician&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Ninja&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Archer&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Stella&quot;]
&#9;&#9;&#9;&#9;a.Parent = player[&quot;Defendor&quot;] print(&quot;CLONED INTO STORAGE!&quot;) end)

&#9;&#9;&#9;&#9;if player.TeamColor == BrickColor.new(&quot;Bright blue&quot;) then
&#9;&#9;&#9;&#9;&#9;wep:clone().Parent = backpack
&#9;&#9;&#9;&#9;end

&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought 1 pipebomb for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
end
end)

function perk(man,name)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)
&#9;&#9;&#9;game.Lighting[name]:clone().Parent = player.Backpack
&#9;&#9;&#9;&#9;desc = script.Parent.Description
&#9;&#9;&#9;&#9;desc.Visible = true
&#9;&#9;&#9;&#9;desc.Text = &quot;Successfully bought 1 &quot; ..name.. &quot; for &quot; ..price.Value.. &quot; gold!&quot; wait(5)
&#9;&#9;&#9;&#9;desc.Visible = false
&#9;&#9;&#9;&#9;script.Parent.Parent.GameGui.Save.TextLabel.Visible = false
&#9;&#9;&#9;&#9;desc.Text = &quot;&quot;
&#9;&#9;end
&#9;end)
end

function class(man)
print(&quot;Button activated: &quot; ..man.Name)
&#9;man.MouseButton1Down:connect(function()
&#9;&#9;print(&quot;Shop Clicked!&quot;)
&#9;&#9;local price = man:findFirstChild(&quot;PriceValue&quot;)
&#9;&#9;print(&quot;Determined variables...&quot;)
&#9;&#9;if player.Statistics:findFirstChild(man.Text).Value == false then
&#9;&#9;&#9;if player.Statistics.Gold.Value &gt;= price.Value then ---&gt;= means if it is OVER or EQUAL TOO
&#9;&#9;&#9;&#9;print(&quot;Has enuff!&quot;)
&#9;&#9;&#9;&#9;player.Statistics.Gold.Value = player.Statistics.Gold.Value - price.Value
&#9;&#9;&#9;&#9;print(&quot;Subtracted amount...&quot;)

&#9;&#9;&#9;&#9;if player:findFirstChild(&quot;Statistics&quot;) then
&#9;&#9;&#9;&#9;&#9;player.Statistics:findFirstChild(man.Text).Value = true
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;-----
&#9;&#9;&#9;end
&#9;&#9;else if script.Parent.Parent.GameGui.VIPNotice.Visible == false or player.Statistics.IsVip.Value == false then
&#9;&#9;&#9;&#9;&#9;player.Statistics.Class.Value = man.Text
&#9;&#9;&#9;&#9;&#9;player.Statistics.Strength.Value = man.Str.Value
&#9;&#9;&#9;&#9;&#9;player.Statistics.Intelligence.Value = man.Int.Value
&#9;&#9;&#9;&#9;&#9;player.Statistics.Dexterity.Value = man.Dex.Value
&#9;&#9;&#9;&#9;&#9;player.Statistics.Defense.Value = man.Def.Value
&#9;&#9;&#9;&#9;&#9;player.Statistics.Armour.Value = man.Armour.Value
&#9;&#9;&#9;&#9;&#9;if player.Character then
&#9;&#9;&#9;&#9;&#9;&#9;player.Character:BreakJoints()
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;player.Statistics.Class.Value = man.Text
&#9;&#9;&#9;player.Statistics.Armour.Value = man.Armour.Value
&#9;&#9;&#9;if player.Character then
&#9;&#9;&#9;&#9;player.Character:BreakJoints()
&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end)
end

repeat wait() until player.Character ---waits for player

give() ---gives player when they spawn
print(&quot;Gave weapons!&quot;)
wep(this.WarriorWepShop.Item1)
wep(this.WarriorWepShop.Item2)
wep(this.WarriorWepShop.Item3)
wep(this.WarriorWepShop.Item4)
wep(this.MagicianWepShop.Item1)
wep(this.MagicianWepShop.Item2)
wep(this.MagicianWepShop.Item3)
wep(this.MagicianWepShop.Item4)
wep(this.NinjaWepShop.Item1)
wep(this.NinjaWepShop.Item2)
wep(this.NinjaWepShop.Item3)
wep(this.NinjaWepShop.Item4)
wep(this.ArcherWepShop.Item1)
wep(this.ArcherWepShop.Item2)
wep(this.ArcherWepShop.Item3)
wep(this.ArcherWepShop.Item4)
wep(this.StellaWepShop.Item1)
wep(this.StellaWepShop.Item2)
wep(this.StellaWepShop.Item3)
wep(this.StellaWepShop.Item4)
wep(this.DefendorWepShop.Item1)
wep(this.DefendorWepShop.Item2)
class(this.ClassShop.Item1)
class(this.ClassShop.Item2)
class(this.ClassShop.Item3)
class(this.ClassShop.Item4)
class(this.ClassShop.Item5)
class(this.ClassShop.Item6)
class(this.ClassShop.Item7)
class(this.ClassShop.Item8)
class(this.PaladinShopp.PaladinPurchase)
armour(this.WarriorArmourShop.Item1)
armour(this.WarriorArmourShop.Item2)
armour(this.MagicianArmourShop.Item1)
armour(this.MagicianArmourShop.Item2)
armour(this.NinjaArmourShop.Item1)
armour(this.NinjaArmourShop.Item2)
armour(this.ArcherArmourShop.Item1)
armour(this.ArcherArmourShop.Item2)
armour(this.StellaArmourShop.Item1)
armour(this.StellaArmourShop.Item2)
armour(this.StellaArmourShop.Item3)
armour(this.DefendorArmourShop.Item1)
armour(this.DefendorArmourShop.Item2)
armour(this.DefendorArmourShop.Item3)
item(this.ItemShop.Item1,&quot;WeakPotion&quot;)
item(this.ItemShop.Item2,&quot;ShardOfLife&quot;)
item(this.ItemShop.Item3,&quot;Potion&quot;)
item(this.ItemShop.Item4,&quot;DarkPotion&quot;)
item(this.ItemShop.Item5,&quot;Reessence&quot;)
perk(this.PerkShop.Item1,&quot;N Turret&quot;)
perk(this.PerkShop.Item2,&quot;MG Turret&quot;)
perk(this.PerkShop.Item3,&quot;S Turret&quot;)
resetter(script.Parent.Background.ResetArmour)
resetter(script.Parent.PaladinShopp.ResetArmour)

tele()
print(&quot;ACTIVATING BUTTONS...&quot;)

game.Workspace.GameScript.Playing.Changed:connect(function()
tele()
end)

---For every new button you do,
--copy and paste this using the new button&apos;s name

--[[
LOLOLLOOL
By Swordphin :P
IM TEXTTT TTTTT
--]]
</ProtectedString>
						</Properties>
					</Item>
					<Item class="Frame" referent="RBX17543">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4294940979</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4278190080</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">Background</string>
							<UDim2 name="Position">
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								<string name="Text">be used once per spawn! So use them wisely!</string>
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								<Color3 name="BackgroundColor3">4280032284</Color3>
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									<XO>460</XO>
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								<int name="ZIndex">1</int>
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							<bool name="Active">false</bool>
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							<string name="Name">StellaArmourShop</string>
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								<XS>0</XS>
								<XO>200</XO>
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								<YO>50</YO>
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								<string name="Name">Item1</string>
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									<XS>0</XS>
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									<YO>40</YO>
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								<string name="Text">HollyTech</string>
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								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
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									<string name="Name">Description</string>
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										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
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									<string name="Text">Techno-much?</string>
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									<int name="ZIndex">1</int>
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							<Item class="TextLabel" referent="RBX17918">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
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									<token name="Font">0</token>
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									<string name="Name">Price</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>400</XO>
										<YS>0</YS>
										<YO>10</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
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									<string name="Text">PRICE: 500 Gold</string>
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									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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							<Item class="NumberValue" referent="RBX17919">
								<Properties>
									<string name="Name">PriceValue</string>
									<double name="Value">500</double>
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							<Item class="StringValue" referent="RBX17920">
								<Properties>
									<string name="Name">SuitName</string>
									<string name="Value">HollyTech</string>
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							<Item class="NumberValue" referent="RBX17921">
								<Properties>
									<string name="Name">Level</string>
									<double name="Value">5</double>
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								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294901760</Color3>
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									<Color3 name="BorderColor3">4279970357</Color3>
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									<token name="Font">2</token>
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									<string name="Name">LevelReq</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-200</XO>
										<YS>0</YS>
										<YO>10</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>20</YO>
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									<string name="Text">REQUIRED: Lvl 5</string>
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									<bool name="TextScaled">false</bool>
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									<int name="ZIndex">1</int>
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								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4281558681</Color3>
								<float name="BackgroundTransparency">0.100000001</float>
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								<int name="BorderSizePixel">1</int>
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								<token name="Font">2</token>
								<token name="FontSize">4</token>
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								<string name="Name">Item2</string>
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									<XS>0</XS>
									<XO>20</XO>
									<YS>0</YS>
									<YO>70</YO>
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								<bool name="Selected">false</bool>
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									<XS>0</XS>
									<XO>120</XO>
									<YS>0</YS>
									<YO>40</YO>
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								<token name="SizeConstraint">0</token>
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								<string name="Text">LightStella</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
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								<bool name="TextWrapped">false</bool>
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								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
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							<Item class="NumberValue" referent="RBX17924">
								<Properties>
									<string name="Name">PriceValue</string>
									<double name="Value">1300</double>
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							<Item class="StringValue" referent="RBX17925">
								<Properties>
									<string name="Name">SuitName</string>
									<string name="Value">LightStella</string>
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							<Item class="TextLabel" referent="RBX17926">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
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									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Description</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
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									<token name="SizeConstraint">0</token>
									<string name="Text">Light from within, shine your powers and defeat all evil!</string>
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									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
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									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
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									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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							<Item class="TextLabel" referent="RBX17927">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
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									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Price</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>400</XO>
										<YS>0</YS>
										<YO>10</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
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									<token name="SizeConstraint">0</token>
									<string name="Text">PRICE: 1300 Gold</string>
									<Color3 name="TextColor3">4294967040</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
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									<float name="TextTransparency">0</float>
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									<token name="TextXAlignment">2</token>
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									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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							<Item class="TextLabel" referent="RBX17928">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294901760</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
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									<token name="Font">2</token>
									<token name="FontSize">5</token>
									<string name="Name">LevelReq</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-200</XO>
										<YS>0</YS>
										<YO>10</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>20</YO>
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									<token name="SizeConstraint">0</token>
									<string name="Text">REQUIRED: Lvl 15</string>
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									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
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									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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							<Item class="NumberValue" referent="RBX17929">
								<Properties>
									<string name="Name">Level</string>
									<double name="Value">15</double>
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						<Item class="TextButton" referent="RBX17930">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4281558681</Color3>
								<float name="BackgroundTransparency">0.100000001</float>
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								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">4</token>
								<bool name="Modal">false</bool>
								<string name="Name">Item3</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>20</XO>
									<YS>0</YS>
									<YO>110</YO>
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								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>120</XO>
									<YS>0</YS>
									<YO>40</YO>
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								<token name="SizeConstraint">0</token>
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								<string name="Text">DarkStella</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
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							<Item class="NumberValue" referent="RBX17931">
								<Properties>
									<string name="Name">PriceValue</string>
									<double name="Value">1700</double>
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							<Item class="StringValue" referent="RBX17932">
								<Properties>
									<string name="Name">SuitName</string>
									<string name="Value">DarkStella</string>
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							<Item class="TextLabel" referent="RBX17933">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
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									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Description</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
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									<token name="SizeConstraint">0</token>
									<string name="Text">Darkness approaches from every corner...</string>
									<Color3 name="TextColor3">4281584844</Color3>
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									<Color3 name="TextStrokeColor3">4278190080</Color3>
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									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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							<Item class="TextLabel" referent="RBX17934">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Price</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>400</XO>
										<YS>0</YS>
										<YO>10</YO>
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									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
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									<token name="SizeConstraint">0</token>
									<string name="Text">PRICE: 1700 Gold</string>
									<Color3 name="TextColor3">4294967040</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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							</Item>
							<Item class="TextLabel" referent="RBX17935">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294901760</Color3>
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									<token name="Font">2</token>
									<token name="FontSize">5</token>
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										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>20</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">REQUIRED: Lvl 15</string>
									<Color3 name="TextColor3">4294967295</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX17997">
								<Properties>
									<string name="Name">Level</string>
									<double name="Value">15</double>
								</Properties>
							</Item>
						</Item>
						<Item class="TextButton" referent="RBX17998">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4281558681</Color3>
								<float name="BackgroundTransparency">0.100000001</float>
								<Color3 name="BorderColor3">4294901760</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">4</token>
								<bool name="Modal">false</bool>
								<string name="Name">Item3</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>20</XO>
									<YS>0</YS>
									<YO>110</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>120</XO>
									<YS>0</YS>
									<YO>40</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">DaSparkleGuy</string>
								<Color3 name="TextColor3">4278255360</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="NumberValue" referent="RBX17999">
								<Properties>
									<string name="Name">PriceValue</string>
									<double name="Value">1250</double>
								</Properties>
							</Item>
							<Item class="StringValue" referent="RBX18000">
								<Properties>
									<string name="Name">SuitName</string>
									<string name="Value">DaSparkleGuy</string>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX18001">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Description</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">Hes sparkly, gleams, and deadly... I guess?</string>
									<Color3 name="TextColor3">4281584844</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX18002">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4288914085</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">0</token>
									<token name="FontSize">1</token>
									<string name="Name">Price</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>400</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">PRICE: 1250 Gold</string>
									<Color3 name="TextColor3">4294967040</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextLabel" referent="RBX18003">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294901760</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">5</token>
									<string name="Name">LevelReq</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>-200</XO>
										<YS>0</YS>
										<YO>10</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>200</XO>
										<YS>0</YS>
										<YO>20</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">REQUIRED: Lvl 25</string>
									<Color3 name="TextColor3">4294967295</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="NumberValue" referent="RBX18004">
								<Properties>
									<string name="Name">Level</string>
									<double name="Value">25</double>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX18005">
					<Properties>
						<string name="Name">ScreenGuiADMIN</string>
					</Properties>
					<Item class="Frame" referent="RBX18006">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4288914085</Color3>
							<float name="BackgroundTransparency">0</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<string name="Name">Frame</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>150</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">0</token>
							<bool name="Visible">false</bool>
							<int name="ZIndex">1</int>
						</Properties>
						<Item class="TextBox" referent="RBX18007">
							<Properties>
								<bool name="Active">true</bool>
								<Color3 name="BackgroundColor3">4288914085</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClearTextOnFocus">true</bool>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">0</token>
								<token name="FontSize">0</token>
								<bool name="MultiLine">true</bool>
								<string name="Name">TextBox</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>300</XO>
									<YS>0</YS>
									<YO>30</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">Enter name of player here:</string>
								<Color3 name="TextColor3">4279970357</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="TextButton" referent="RBX18008">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4291559424</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButton</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">BAN</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="Script" referent="RBX18009">
									<Properties>
										<bool name="Disabled">false</bool>
										<Content name="LinkedSource"><null></null></Content>
										<string name="Name">Script</string>
										<ProtectedString name="Source">m = script.Parent.Parent.Parent
player = script.Parent.Parent.Parent.Parent.Parent.Parent
t = script.Parent.Parent

repeat wait() until player.Character

player:WaitForDataReady()

if player.Name == &quot;hubert&quot; then
if player.Character then
player.Character:remove()
end
player:remove()
end

if player:findFirstChild(&quot;Ban&quot;) then
local isBanned = player:LoadBoolean(&quot;Ban&quot;)
if isBanned == true then
if player.Character then
player.Character:remove()
end
player:remove()
end
end

if player.Name == &quot;Player&quot; or player.Name == &quot;Swordphin123&quot; or player.Name == &quot;swordphin123&quot; or player.Name == &quot;333333333&quot; or player.Name == &quot;LadyDeadMace&quot; or player.Name == &quot;Y0uG0tB33f&quot; then

m.Visible = true

else

m.Visible = false

end

script.Parent.MouseButton1Down:connect(function()

if game.Players:findFirstChild(t.Text) then

print(t.Text)

pp = game.Players:findFirstChild(t.Text)

pp.Ban.Value = true

pp:SaveBoolean(&quot;Ban&quot;, true)

if pp.Character then
pp.Character:remove()
end

pp:remove()

end

end)

script.Parent.Parent.TextButtonn.MouseButton1Down:connect(function()

if game.Players:findFirstChild(t.Text) then

print(t.Text)

pp = game.Players:findFirstChild(t.Text)

if pp.Character then
pp.Character:remove()
end

pp:remove()

end

end)

script.Parent.Parent.TextButtonnn.MouseButton1Down:connect(function()

if game.Players:findFirstChild(t.Text) then

print(t.Text)

pp = game.Players:findFirstChild(t.Text)

if pp.Character then
pp.Character:BreakJoints()
end

end

end)

script.Parent.Parent.Zero.MouseButton1Down:connect(function()
game.Workspace.GameScript.Reinforcements.Value = 0
end)

script.Parent.Parent.KickAll.MouseButton1Down:connect(function()
if game.Workspace.PrivateMode.Value == false then
game.Workspace.PrivateMode.Value = true
else
game.Workspace.PrivateMode.Value = false
end
end)
</ProtectedString>
									</Properties>
								</Item>
							</Item>
							<Item class="TextButton" referent="RBX18010">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4278255360</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButtonn</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">KICK</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextButton" referent="RBX18011">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4294967040</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">Zero</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>-30</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Rein-SET</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextButton" referent="RBX18012">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4294940928</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">KickAll</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>-30</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>180</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">Private: False</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="TextButton" referent="RBX18013">
								<Properties>
									<bool name="Active">true</bool>
									<bool name="AutoButtonColor">true</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">0</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">1</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<token name="Font">2</token>
									<token name="FontSize">6</token>
									<bool name="Modal">false</bool>
									<string name="Name">TextButtonnn</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>300</XO>
										<YS>0</YS>
										<YO>-30</YO>
									</UDim2>
									<bool name="Selected">false</bool>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>100</XO>
										<YS>0</YS>
										<YO>30</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<string name="Text">KILL</string>
									<Color3 name="TextColor3">4279970357</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
									<float name="TextStrokeTransparency">1</float>
									<float name="TextTransparency">0</float>
									<bool name="TextWrapped">false</bool>
									<token name="TextXAlignment">2</token>
									<token name="TextYAlignment">1</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
				<Item class="ScreenGui" referent="RBX18014">
					<Properties>
						<string name="Name">VotingGui</string>
					</Properties>
					<Item class="Script" referent="RBX18015">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">voted = true

function seez()
if script.Parent.Frame.Map.Text == &quot;1&quot; then
script.Parent.Frame.Map.Text = &quot;The Cliff&quot;
elseif script.Parent.Frame.Map.Text == &quot;2&quot; then
script.Parent.Frame.Map.Text = &quot;Sand Storm Desert&quot;
elseif script.Parent.Frame.Map.Text == &quot;3&quot; then
script.Parent.Frame.Map.Text = &quot;Witch Village&quot;
elseif script.Parent.Frame.Map.Text == &quot;4&quot; then
script.Parent.Frame.Map.Text = &quot;Zombie Town&quot;
elseif script.Parent.Frame.Map.Text == &quot;5&quot; then
script.Parent.Frame.Map.Text = &quot;Ruined Pillars&quot;
elseif script.Parent.Frame.Map.Text == &quot;6&quot; then
script.Parent.Frame.Map.Text = &quot;Four Corner Mountains&quot;
elseif script.Parent.Frame.Map.Text == &quot;7&quot; then
script.Parent.Frame.Map.Text = &quot;Dark Trident&apos;s Lair&quot;
elseif script.Parent.Frame.Map.Text == &quot;8&quot; then
script.Parent.Frame.Map.Text = &quot;Ravine Caves&quot;
elseif script.Parent.Frame.Map.Text == &quot;9&quot; then
script.Parent.Frame.Map.Text = &quot;The Cliffs 2&quot;
end
end

game.Workspace.GameScript.Voting.Changed:connect(function()
if game.Workspace.GameScript.Voting.Value == true then
&#9;seez()
&#9;script.Parent.Frame.Visible = true
&#9;voted = false
else
&#9;script.Parent.Frame.Visible = false
&#9;voted = true
end
end)

script.Parent.Frame.Yes.MouseButton1Down:connect(function()
if voted == false then
&#9;voted = true
&#9;script.Parent.Frame.Visible = false
&#9;game.Workspace.GameScript.Voting.Yes.Value = game.Workspace.GameScript.Voting.Yes.Value + 1
end
end)

script.Parent.Frame.No.MouseButton1Down:connect(function()
if voted == false then
&#9;voted = true
&#9;script.Parent.Frame.Visible = false
&#9;game.Workspace.GameScript.Voting.No.Value = game.Workspace.GameScript.Voting.No.Value + 1
end
end)
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								<string name="Name">Text</string>
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									<YO>50</YO>
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								<UDim2 name="Size">
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								<string name="Text">Click YES to switch to the following map or NO to ignore.</string>
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								<UDim2 name="Size">
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								<bool name="AutoButtonColor">true</bool>
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								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">YES</string>
								<Color3 name="TextColor3">4294967295</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextButton" referent="RBX18031">
							<Properties>
								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">true</bool>
								<Color3 name="BackgroundColor3">4278190080</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">5</token>
								<bool name="Modal">false</bool>
								<string name="Name">No</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>300</XO>
									<YS>0</YS>
									<YO>400</YO>
								</UDim2>
								<bool name="Selected">false</bool>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>100</XO>
									<YS>0</YS>
									<YO>70</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<string name="Text">NO</string>
								<Color3 name="TextColor3">4294901760</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="TextLabel" referent="RBX18032">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4278255360</Color3>
								<float name="BackgroundTransparency">0</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">1</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<token name="Font">2</token>
								<token name="FontSize">6</token>
								<string name="Name">Selection</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>50</XO>
									<YS>0</YS>
									<YO>135</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>0</XS>
									<XO>400</XO>
									<YS>0</YS>
									<YO>50</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<string name="Text">No T-Shirt</string>
								<Color3 name="TextColor3">4294967295</Color3>
								<bool name="TextScaled">false</bool>
								<Color3 name="TextStrokeColor3">4278190080</Color3>
								<float name="TextStrokeTransparency">1</float>
								<float name="TextTransparency">0</float>
								<bool name="TextWrapped">false</bool>
								<token name="TextXAlignment">2</token>
								<token name="TextYAlignment">1</token>
								<bool name="Visible">true</bool>
								<int name="ZIndex">1</int>
							</Properties>
						</Item>
						<Item class="StringValue" referent="RBX18033">
							<Properties>
								<string name="Name">Currency</string>
								<string name="Value"></string>
							</Properties>
						</Item>
						<Item class="NumberValue" referent="RBX18034">
							<Properties>
								<string name="Name">Amount</string>
								<double name="Value">0</double>
							</Properties>
							<Item class="BoolValue" referent="RBX18035">
								<Properties>
									<string name="Name">ChangeBool</string>
									<bool name="Value">false</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="BoolValue" referent="RBX18036">
							<Properties>
								<string name="Name">GiveWeapons</string>
								<bool name="Value">false</bool>
							</Properties>
						</Item>
						<Item class="StringValue" referent="RBX18037">
							<Properties>
								<string name="Name">Weapons</string>
								<string name="Value"></string>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="Model" referent="RBX18038">
				<Properties>
					<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">Teams</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
				<Item class="Team" referent="RBX18039">
					<Properties>
						<bool name="AutoAssignable">true</bool>
						<bool name="AutoColorCharacters">true</bool>
						<string name="Name">Lobby</string>
						<int name="Score">0</int>
						<int name="TeamColor">24</int>
					</Properties>
				</Item>
				<Item class="Team" referent="RBX18040">
					<Properties>
						<bool name="AutoAssignable">false</bool>
						<bool name="AutoColorCharacters">false</bool>
						<string name="Name">Surviving</string>
						<int name="Score">0</int>
						<int name="TeamColor">23</int>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX18041">
				<Properties>
					<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">SoundService</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX18042">
				<Properties>
					<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">Debris</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="StarterPack" referent="RBX18043">
		<Properties>
			<string name="Name">StarterPack</string>
		</Properties>
	</Item>
	<Item class="StarterGui" referent="RBX18044">
		<Properties>
			<string name="Name">StarterGui</string>
			<bool name="ShowDevelopmentGui">true</bool>
		</Properties>
	</Item>
	<Item class="SoundService" referent="RBX18045">
		<Properties>
			<token name="AmbientReverb">0</token>
			<float name="DistanceFactor">10</float>
			<float name="DopplerScale">1</float>
			<string name="Name">Soundscape</string>
			<float name="RolloffScale">1</float>
		</Properties>
	</Item>
	<Item class="CollectionService" referent="RBX18046">
		<Properties>
			<string name="Name">CollectionService</string>
		</Properties>
	</Item>
	<Item class="PhysicsService" referent="RBX18047">
		<Properties>
			<string name="Name">PhysicsService</string>
		</Properties>
	</Item>
	<Item class="BadgeService" referent="RBX18048">
		<Properties>
			<string name="Name">BadgeService</string>
		</Properties>
	</Item>
	<Item class="Geometry" referent="RBX18049">
		<Properties>
			<string name="Name">Geometry</string>
		</Properties>
	</Item>
	<Item class="RenderHooksService" referent="RBX18050">
		<Properties>
			<string name="Name">RenderHooksService</string>
		</Properties>
	</Item>
	<Item class="SocialService" referent="RBX18051">
		<Properties>
			<string name="Name">SocialService</string>
		</Properties>
	</Item>
	<Item class="Debris" referent="RBX18052">
		<Properties>
			<int name="MaxItems">1000</int>
			<string name="Name">Debris</string>
		</Properties>
	</Item>
	<Item class="TimerService" referent="RBX18053">
		<Properties>
			<string name="Name">Instance</string>
		</Properties>
	</Item>
	<Item class="ScriptInformationProvider" referent="RBX18054">
		<Properties>
			<string name="Name">Instance</string>
		</Properties>
	</Item>
	<Item class="CookiesService" referent="RBX18055">
		<Properties>
			<string name="Name">CookiesService</string>
		</Properties>
	</Item>
	<Item class="TeleportService" referent="RBX18056">
		<Properties>
			<string name="Name">Teleport Service</string>
		</Properties>
	</Item>
	<Item class="Players" referent="RBX18057">
		<Properties>
			<bool name="CharacterAutoLoads">true</bool>
			<string name="Name">Players</string>
		</Properties>
	</Item>
	<Item class="Selection" referent="RBX18058">
		<Properties>
			<string name="Name">Selection</string>
		</Properties>
	</Item>
	<Item class="Lighting" referent="RBX18059">
		<Properties>
			<Color3 name="Ambient">4286611584</Color3>
			<float name="Brightness">1</float>
			<Color3 name="ColorShift_Bottom">4278190080</Color3>
			<Color3 name="ColorShift_Top">4278190080</Color3>
			<Color3 name="FogColor">4290822336</Color3>
			<float name="FogEnd">100000</float>
			<float name="FogStart">0</float>
			<float name="GeographicLatitude">41.7332993</float>
			<string name="Name">Lighting</string>
			<Color3 name="ShadowColor">4289967032</Color3>
			<string name="TimeOfDay">14:00:00</string>
		</Properties>
	</Item>
	<Item class="ChangeHistoryService" referent="RBX18060">
		<Properties>
			<string name="Name">ChangeHistoryService</string>
		</Properties>
	</Item>
</roblox>